Switch to DuckDuckGo Search
   October 10, 2014  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | >

Toggle Join/Part | bottom
[00:00:34] *** MoshDev has joined #libgdx
[00:00:56] <hextileX> look in uiskin.atlas
[00:00:58] <stefzekiller__> But it's default TextButton settings :/
[00:01:00] <hextileX> and uiskin.json
[00:02:49] *** Biliogadafr has joined #libgdx
[00:02:53] <hextileX> can you post both?
[00:02:58] <Viilperi> does it reduce performancea lot if I create a separate mesh for every box2d object, put them in an array, and render by looping through an array? Instead of putting all in just one mesh?
[00:04:02] *** stefzekiller__ has quit IRC
[00:04:04] <kalle_h_> yes
[00:04:28] <Viilperi> ok, thanks.
[00:04:50] <kalle_h_> Viilperi: draw calls and data sending to gpu is costly(dynamic geometry)
[00:05:04] <kalle_h_> always batch as much as possible
[00:05:18] <kalle_h_> like spriteBatch does
[00:05:30] <Viilperi> but calling draw on a sprite isn't that bad
[00:05:49] <Viilperi> if it's between batch.begin() and batch.end(), right?
[00:06:32] <Viilperi> I thought the same applied if I did render mesh between shader.begin() and shader.end()
[00:08:18] <Viilperi> shader.begin/end isn't the same as batch.begin()/end ?
[00:08:42] <Viilperi> in terms of collecting data and sending to gpu
[00:10:28] <kalle_h_> shader can't just automatically batch your geometry. You need some higher level construction for that
[00:10:38] <kalle_h_> like shapeRenderer
[00:10:56] <kalle_h_> look the sources if you want to know how stuff work
[00:10:58] <davebaol> Xoppa: are you working on the GWT backend now?
[00:11:01] <kalle_h_> its only way
[00:11:13] <Viilperi> ok, thanks.
[00:11:27] <kalle_h_> performance is all about knowledge
[00:11:43] <Xoppa> davebaol, not really, i'm preparing for some (jni) changes that require gwt emulation
[00:12:26] <davebaol> Xoppa: cool :)
[00:12:28] <davebaol> I was just curious BTW
[00:13:36] *** prqtnc has quit IRC
[00:14:36] *** Thoast has quit IRC
[00:17:12] *** LordDVG has quit IRC
[00:18:45] <hextileX> I think about to have two libgdx projects together in one libgdx module. They work together, use some same code, but also their own code. Do you think this is wise? Or should I use only one libgdx project for both similar projects?
[00:18:46] *** ksclarke has quit IRC
[00:20:28] <Xoppa> hextileX, create a project (library) containing the shared code, that both projects reference
[00:25:42] *** wreed has quit IRC
[00:29:46] *** Oebele has quit IRC
[00:33:57] <hextileX> Xoppa: I have, but should all these project be in one gradle multiproject?
[00:34:25] <Xoppa> what's a gradle multiproject?
[00:34:47] <hextileX> At the moment I have: libgdx project { core, desktop, android, ios, web, server, myLib}
[00:35:06] <hextileX> a gradle project with subprojects. like libgdx is.
[00:35:15] *** cackling_ladies has quit IRC
[00:35:20] *** isdera has quit IRC
[00:35:49] <hextileX> I think about: ibgdx project { core1, desktop1, android1, ios1, web1, core2, desktop2, android2, ios2, web2, server, myLib}
[00:35:58] <Xoppa> I'm afraid i'm not very experienced with gradle, but i'm sure that you can use a library project and have your projects depend on it
[00:36:15] <hextileX> I have this already.
[00:36:25] <Xoppa> so, what's the question?
[00:36:40] <hextileX> I only think of: should I use 1 or 2 libgdx projects inside
[00:36:57] *** mattdesl_ has left #libgdx
[00:37:04] <hextileX> Maybe I should explain my project quick: its a small client / big client multiplayer game
[00:37:32] *** phoenixw has joined #libgdx
[00:37:39] <Xoppa> i guess i would use one gradle project per application
[00:37:44] <hextileX> So: small client is libgdx on phone. big client is libgdx on pc. They are seperated
[00:38:29] <hextileX> ok. but then I have the myLib two times
[00:39:31] <hextileX> Maybe I can live with one libgdx project. Then everything would be fine.
[00:39:43] <Xoppa> why? you can reference the library from both projects
[00:40:21] <hextileX> yes. true.
[00:40:40] <hextileX> I think I will try this: libgdx project { core1, core2, desktop, android, ios, web, server, myLib}
[00:41:05] <hextileX> and then I can start the different cores from the starter classes
[00:41:57] *** phoenixw has quit IRC
[00:42:11] <hextileX> thanks for your help. I think this will work for me.
[00:44:55] *** lasserix has joined #libgdx
[00:45:26] *** wreed has joined #libgdx
[00:50:50] *** Neomex_ has joined #libgdx
[00:52:57] *** Viilperi has quit IRC
[00:54:51] *** Neomex has quit IRC
[01:08:10] *** kalle_h_ has quit IRC
[01:08:30] *** donCarnage is now known as zz_donCarnage
[01:09:04] *** SgtCoDFish has left #libgdx
[01:09:32] *** SOAD has quit IRC
[01:13:20] *** mugika has joined #libgdx
[01:16:52] *** Rattus has quit IRC
[01:27:06] *** jeffo has quit IRC
[01:28:17] *** qaisjp is now known as qaisjp`
[01:34:08] *** Yajinoki has joined #libgdx
[01:35:00] *** [[derek]] has quit IRC
[01:41:22] *** LiquidNitrogen has quit IRC
[01:41:29] *** GUIpsp has quit IRC
[01:41:46] *** mugika has quit IRC
[01:49:44] *** Fulcano has quit IRC
[01:50:15] <lukas> hey, I want to ask why the InputProcessor doesnt call the keyUp method while holding cmd-key on my mac, example: keyDown-A, keyDown-Cmd, keyUp-A -> no reaction
[01:51:22] *** Viilperi has joined #libgdx
[01:51:33] *** Fulcano has joined #libgdx
[01:52:01] *** deniska has quit IRC
[01:57:18] *** Fitzy has quit IRC
[01:57:44] *** lukas has quit IRC
[02:03:46] <flogy> mobidevelop are you still awake?
[02:12:54] <Viilperi> Does anyone know whether it's ok to use PolygonSpriteBatch instead of SpriteBatch to draw everything? Or should I use both?
[02:14:47] <Xoppa> which ever you prefer, unless there's an actual (performance) issue, it's all okay
[02:15:29] <Viilperi> But it's better if I just use one batch in my program, right?
[02:16:28] <Xoppa> that depends on the definition of "better" and the details of the implementation
[02:20:22] <Viilperi> Atm, I'm using SpriteBatch to draw simple sprites and PolygonSpriteBatch for polygons. It also says in class description that batche's are heavy objects... So I thought it would be easier to just use PolygonSpriteBatch to draw everything, and this way I would only use one "heavy object".
[02:21:03] <Viilperi> Unless there is some downside of using PolygonSpriteBatch that I'm not aware of
[02:22:07] *** EyeOfMidas has quit IRC
[02:22:36] <Xoppa> the obvious downside of polygonspritebatch against spritebatch, is that it can't assume quads (which basically means uploading index data as well as vertex data)
[02:24:51] <Viilperi> hmm, ok, thanks. I guess I will have to read more about that.
[02:26:17] <Xoppa> as long as there's no issue, then there's nothing to solve. it looks like you're doing premature optimisation
[02:26:32] <Viilperi> yea, guess so
[02:28:10] *** lukas__ has joined #libgdx
[02:29:56] <mobidevelop> flogy: I hope so, it's only 5:30
[02:32:17] *** lukas__ has quit IRC
[02:36:25] *** ColaColin has quit IRC
[02:44:25] *** Yajinoki has quit IRC
[02:46:01] <hextileX> does somebody work with kryonet?
[02:46:02] <flogy> ah :D here it is 2:30 am
[02:46:15] <flogy> mobidevelop
[02:46:27] <hextileX> flogy: strange timzone. its 2:45 in germany
[02:46:30] *** Viilperi has quit IRC
[02:46:49] <flogy> I created a pull request on the soft keyboard input problem we have discussed some weeks ago: https://github.com/libgdx/libgdx/pull/2446
[02:47:22] <mobidevelop> Yeah, I was just taking a look at it
[02:47:28] <flogy> switzerland here
[02:47:38] <mobidevelop> On my phone, so just a casual look really
[02:47:41] <flogy> thought you guys were from austria
[02:47:49] <hextileX> flogy: we do not get the original Ovomaltine in germany :-<
[02:48:04] *** prophile has quit IRC
[02:48:04] <flogy> oh :( unlucky germans
[02:48:54] <Xoppa> mario is from austria
[02:49:20] <hextileX> i know
[02:49:22] <flogy> yes, saw that in the latest news post :)
[02:50:08] *** prophile has joined #libgdx
[02:50:09] <flogy> dermetfan is german too, i think
[02:50:29] <hextileX> yes
[02:51:02] *** prophile has quit IRC
[02:51:14] <dermetfan> yes, 2:51
[02:51:43] <flogy> haha, everyone still working (Y)
[02:52:16] <hextileX> a dermat: watched your gradle tutorials. good to start.
[02:52:38] <hextileX> now my multiproject setup with ex. dependencies works^^
[02:53:30] <dermetfan> hextileX: that's nice to hear :)
[02:54:31] <hextileX> kryonet tutorial would be cool. I just going into multiplayer.
[02:57:29] <dermetfan> hextileX: http://dermetfan.uservoice.com/forums/246104-requests/suggestions/5678015-networking-multiplayer
[02:59:16] <hextileX> ah cool
[03:03:21] *** davebaol has quit IRC
[03:06:26] <flogy> gute nacht ;)
[03:06:32] *** flogy has quit IRC
[03:11:52] *** LtKernel has joined #libgdx
[03:13:52] *** Fulcanoo has joined #libgdx
[03:16:15] *** onelson has quit IRC
[03:16:35] *** Fulcano has quit IRC
[03:21:35] *** Xoppa has quit IRC
[03:21:53] *** joshuafcole has joined #libgdx
[03:24:39] *** hextileX has quit IRC
[03:24:39] *** ksclarke has joined #libgdx
[03:25:21] *** wreed has quit IRC
[03:29:26] *** lukas has joined #libgdx
[03:31:15] *** xupisco has quit IRC
[03:33:38] *** lukas has quit IRC
[03:34:27] *** Ricorei has quit IRC
[03:36:10] *** Lecherito has quit IRC
[03:41:37] *** cackling_ladies has joined #libgdx
[03:42:27] <cackling_ladies> libgdx devs, is it possible to query sound object memory usage?
[03:46:40] *** Biliogadafr has quit IRC
[03:48:40] *** ajhager has quit IRC
[03:49:41] *** nick-mix has quit IRC
[03:50:12] *** Raziel has quit IRC
[03:50:16] *** onelson has joined #libgdx
[03:50:58] *** Dragonphase has quit IRC
[03:52:05] *** Lingo has joined #libgdx
[03:56:22] *** dermetfan has quit IRC
[03:58:34] *** ajhager has joined #libgdx
[04:03:10] *** Lingo is now known as Nucket
[04:05:32] *** wreed has joined #libgdx
[04:06:09] *** TheUnkn0wn0ne has quit IRC
[04:11:51] *** LtKernel has quit IRC
[04:12:55] *** Nucket is now known as nick-slp-fish
[04:20:03] *** nick-slp-fish has quit IRC
[04:23:41] *** Lingo has joined #libgdx
[04:33:27] *** Lingo has quit IRC
[04:36:08] *** LiquidNitrogen has joined #libgdx
[04:44:21] *** IvelDesigns has quit IRC
[05:00:37] *** wreed has quit IRC
[05:07:19] *** onelson has quit IRC
[05:12:55] *** deBugger_ has joined #libgdx
[05:16:38] *** deBugger has quit IRC
[05:16:44] *** ksclarke has quit IRC
[05:25:20] *** onelson has joined #libgdx
[05:26:08] *** warmwaffles has joined #libgdx
[05:30:40] *** lukas has joined #libgdx
[05:35:25] *** lukas has quit IRC
[05:40:36] *** nexsoftware has joined #libgdx
[05:40:36] *** ChanServ sets mode: +o nexsoftware
[05:41:58] *** noone has joined #libgdx
[05:43:52] *** BlueProtoman has joined #libgdx
[06:01:57] *** Keniyal has quit IRC
[06:13:46] *** kjeldahl has quit IRC
[06:14:27] *** kjeldahl has joined #libgdx
[06:21:05] *** Fulcanoo has quit IRC
[06:25:56] *** BlueProtoman has quit IRC
[06:26:04] *** noone has quit IRC
[06:32:00] *** lukas has joined #libgdx
[06:36:08] *** lukas has quit IRC
[06:43:58] <TEttinger> who like physics in action?
[06:43:59] <TEttinger> https://www.youtube.com/watch?v=GwLZ8UvN4_g
[06:44:32] *** Sadale has joined #libgdx
[06:47:51] *** joshuafcole has quit IRC
[06:49:06] *** joshuafcole has joined #libgdx
[06:49:19] *** Qowface has left #libgdx
[06:50:52] *** warmwaffles has quit IRC
[06:51:30] <Lestat> nice graphics, is it made with bullet?
[06:53:49] <cackling_ladies> that's some impressive rendering you got, TEttinger.
[06:54:01] *** joshuafcole has quit IRC
[06:54:20] <LiquidNitrogen> nothing is real anymore
[06:54:45] <TEttinger> heh
[06:55:10] <TEttinger> speaking of rendering, I have no idea how to import a glsl shader from a text file
[06:55:12] *** joshuafcole has joined #libgdx
[06:55:41] <TEttinger> I guess just reading the whole file as a string and passing that?
[06:55:56] <TEttinger> (to the ShaderProgram constructor)
[06:56:04] <LiquidNitrogen> i think so
[06:57:03] <nexsoftware> That or use the constructor taking filehandles
[06:57:29] <nexsoftware> which just calls readString() anyway
[06:57:43] <cackling_ladies> shader = new ShaderProgram
[06:57:44] <cackling_ladies> (
[06:57:44] <cackling_ladies> Gdx.files.internal(EnvParam.dataFolder + "vertex shader.txt")
[06:57:44] <cackling_ladies> .readString("UTF-8"),
[06:57:44] <cackling_ladies> Gdx.files.internal(EnvParam.dataFolder + "fragment shader.txt")
[06:57:44] <cackling_ladies> .readString("UTF-8")
[06:57:46] <cackling_ladies> );
[06:57:57] <cackling_ladies> that's what I use.
[07:10:55] *** joshuafcole has quit IRC
[07:11:24] *** joshuafcole has joined #libgdx
[07:18:22] *** nexsoftware has quit IRC
[07:25:04] <Lestat> http://tinyurl.com/n3hvqly
[07:28:10] *** Tann_ has quit IRC
[07:28:13] *** mk1 has joined #libgdx
[07:29:09] *** mk1 has left #libgdx
[07:34:10] *** rottz has quit IRC
[07:35:31] *** Konijnendijk has joined #libgdx
[07:39:43] *** Sadale has quit IRC
[07:48:32] *** HunterD has joined #libgdx
[07:49:36] <cackling_ladies> Lestat, it's under spam limit and it's one less URL away.
[07:50:08] <cackling_ladies> I'm not like you who use a redirect URL to an URL search for URLs that might answer the question ;p
[07:53:57] *** derferman has joined #libgdx
[07:57:52] *** LordDVG has joined #libgdx
[08:01:51] <Lestat> I tought spam limit was 2 lines, sorry
[08:02:25] <cackling_ladies> Lestat, spam limit is anything that get you kicked for spamming
[08:02:54] <Lestat> nop... its a general rule to not post more than 2 lines of code, use pastebin
[08:03:35] <cackling_ladies> I can squeeze it into one easily. it's one initialization call ;p
[08:04:07] <cackling_ladies> and if we're going by the C obsfucation contest rule....
[08:04:50] <Lestat> I have no idea what you talking about
[08:08:08] <cackling_ladies> http://www.ozone3d.net/public/jegx/201204/ioccc-akari-downsampler.jpg about these guys
[08:10:14] <cackling_ladies> or these guys http://d37rcl8t6g8sj5.cloudfront.net/wp-content/uploads/ioccc_flight_sim.png
[08:12:57] *** mk1 has joined #libgdx
[08:14:28] <Lestat> yeah... you totally lost me
[08:14:37] <Lestat> anyways, gotta go sleep
[08:14:40] <Lestat> cya
[08:14:42] *** Lestat has quit IRC
[08:21:04] <TEttinger> this is a good one-liner (wrapped by the pastebin: https://www.refheap.com/91513 )
[08:22:04] <mk1> what's that?
[08:22:40] <TEttinger> it's one clojure line that fits in an IRC message
[08:22:46] <TEttinger> it generates fake greek
[08:23:12] <TEttinger> (clojure.string/join" "(repeatedly 2000(fn [](apply str(concat[(rand-nth ["rh""s""z""t""k""ch""n""th""m""p""b""l""g""phth"])](take(+ 2(* 2(rand-int 2)))(interleave(repeatedly #(rand-nth ["a""a""o""e""i""o""au""oi""ou""eo"]))(repeatedly #(rand-nth ["s""p""t""ch""n""m""b""g""st""rst""rt""sp""rk""f""x""sh""ng"]))))[(rand-nth ["os""is""us""um""eum""ium""iam""us""um""es""anes""eros""or""ophon""on""otron"])])))))
[08:23:36] <TEttinger> clojure is one of the better languages for stupidly condensed code
[08:23:49] <TEttinger> ruby is probably better
[08:24:29] <TEttinger> there's a few places where it could be trimmed even more
[08:25:09] *** blomman has joined #libgdx
[08:27:22] <mk1> where is this code used?
[08:27:40] <TEttinger> this particular line? I wrote it to eval in an IRC bot
[08:27:54] <TEttinger> it was collaborative with people who had better knowledge of greek
[08:28:49] <TEttinger> I write a lot of simple generators, it takes like 10 minutes to have a new one
[08:29:38] <mk1> I need a generator for naming planets
[08:29:42] <TEttinger> cheesy cthulhu evil stuff https://www.refheap.com/91514
[08:29:45] <TEttinger> I have one of those
[08:30:05] <TEttinger> it's not a one-liner http://ideone.com/Bp9PpK
[08:30:17] *** LtKernel has joined #libgdx
[08:30:59] <mk1> yeah, problem with those: some just don't sound good
[08:31:16] <TEttinger> yeah
[08:31:22] <TEttinger> I can fix it given time
[08:33:15] *** lukas has joined #libgdx
[08:35:29] *** LtKernel has quit IRC
[08:36:47] *** Ange_blond has joined #libgdx
[08:36:55] *** LordDVG has quit IRC
[08:37:49] *** lukas has quit IRC
[08:38:37] *** Konijnendijk has quit IRC
[08:39:18] <mk1> I found it rather difficult to find syllables that match and sound _right_
[08:42:20] <TEttinger> http://ideone.com/yqmLBU
[08:43:41] *** HunterD has quit IRC
[08:44:54] *** cackling_ladies has quit IRC
[08:49:16] <TEttinger> ok, just updated it, mk1
[08:50:36] <TEttinger> and again
[08:56:18] *** HunterD has joined #libgdx
[08:57:23] *** Thoast has joined #libgdx
[08:57:33] *** blomman has quit IRC
[08:58:03] *** badlogic has joined #libgdx
[08:58:17] *** blomman has joined #libgdx
[08:58:40] *** badlogic has quit IRC
[08:59:02] <mk1> sounds Japanese somehow
[08:59:16] *** Symyon has joined #libgdx
[09:10:44] *** prqtnc has joined #libgdx
[09:12:57] *** Getterac7 has quit IRC
[09:17:17] *** prqtnc has quit IRC
[09:20:45] *** abs25 has joined #libgdx
[09:26:20] *** dajos7 has joined #libgdx
[09:26:33] *** joshuafcole has quit IRC
[09:33:40] *** knobber has joined #libgdx
[09:34:36] *** lukas has joined #libgdx
[09:35:11] <knobber> hey, anyone here who knows c / shaders who can help me out understanding an algorithm? http://www.iquilezles.org/www/articles/smoothvoronoi/smoothvoronoi.htm is what i'm looking at specifically his voronoi reference code but I don't know what floor, fract, etc mean in this context, or what an ivec2 is compared to just vec2
[09:36:08] *** cackling_ladies has joined #libgdx
[09:37:44] <dajos7> e.g. --> https://www.opengl.org/sdk/docs/man/html/fract.xhtml
[09:38:08] <dajos7> https://www.opengl.org/sdk/docs/man/html/floor.xhtml
[09:38:33] <knobber> thank you... i had done some googling but nothing really relevant popped up
[09:39:05] *** lukas has quit IRC
[09:39:05] <dajos7> http://freetype-gl.googlecode.com/svn at 134/wiki/doc/unionivec2 dot html
[09:39:19] <cackling_ladies> do Music objects have significant delays?
[09:39:28] <dajos7> hm?
[09:39:31] <cackling_ladies> I dont feel like loading sounds into memory. Think i can use Music in place of Sound?
[09:39:51] <dajos7> i guess music has less options
[09:39:57] <knobber> so is an ivec2 functionally the same as just a vec2?
[09:40:20] <dajos7> knobber: i guess but it contains int
[09:40:34] <knobber> alright, thanks very much man
[09:44:46] *** knobber has quit IRC
[09:46:36] <dajos7> cackling_ladies: guess its a memory issue.. sound needs less memory?
[09:46:59] <cackling_ladies> I cannot query sound's memory consumption
[09:47:09] <cackling_ladies> and I dont fancy the idea of baby sitting them.
[09:47:15] <dajos7> :D
[09:49:05] *** onelson has quit IRC
[09:51:09] *** HunterD has quit IRC
[09:53:14] *** SgtCoDFish has joined #libgdx
[09:58:48] *** mobaxe has joined #libgdx
[10:00:11] *** HunterD has joined #libgdx
[10:13:18] <mobaxe> yo who knows something about endless terrain ? http://www.youtube.com/watch?v=UTDCumYnlfM can i get help ?
[10:15:22] *** FightingCat has joined #libgdx
[10:18:39] *** blomman has quit IRC
[10:19:21] *** blomman has joined #libgdx
[10:25:28] <TEttinger> mobaxe, that looks like it could be done with 1d perlin noise representng height.
[10:25:34] <TEttinger> well, simplex noise
[10:27:37] <mobaxe> you mean this ? http://www.scratchapixel.com/lessons/3d-advanced-lessons/noise-part-1/creating-a-simple-1d-noise/
[10:28:21] <mobaxe> well could you be more specific ? i event dont know where to start
[10:29:12] <mobaxe> even*
[10:30:43] <LiquidNitrogen> today, i know about endless terrain
[10:30:56] <LiquidNitrogen> https://www.dropbox.com/s/wbf0cxzvt0fj1bw/noisecave2.png?dl=0 im making infinite caves
[10:32:19] <TEttinger> well 1d noise has you give the noise function one parameter, here, it's distance from start. simplex and (if perlin noise has a 1d version), returns a number that goes smoothly up or down from 0 to a max of 1.0 and a min of -1.0 (which easily can be changed to 0 to 1.). if you turn the returned number into a height for that distance, you have a map
[10:32:58] <LiquidNitrogen> yeah, perlin has 1d as far as i remember reading
[10:34:36] <TEttinger> you'd probably multiply the height by some significant number (if your height is measured in meters, 20 seems reasonable), and add it to like 50, and you'd get from 30 to 70 meters in elevation, with no very significant hills or falls if it works
[10:36:48] <mobaxe> so i should focus the 1d perlin noise
[10:39:43] <TEttinger> it seems like the simplest route. there are lots of implementations already
[10:42:34] *** Viilperi has joined #libgdx
[10:46:19] *** cackling_grandma has joined #libgdx
[10:47:38] *** cackling_ladies has quit IRC
[10:54:04] <mk1> is there a way to define a tiledrawable in ui skin or atlas?
[11:20:58] *** k40s has joined #libgdx
[11:21:56] <k40s> Hi, I is there a resource available how to add a desktop project to an existing android project?
[11:29:23] *** Hronom has joined #libgdx
[11:29:39] *** blomman has quit IRC
[11:30:11] *** blomman has joined #libgdx
[11:30:49] <TEttinger> k40s, is it a gradle project>
[11:30:50] <TEttinger> ?
[11:32:07] <TEttinger> it may be simplest just to run setup-ui again and copy your android code into the new project, then overwrite your old project with the new desktop-and-android one
[11:32:26] <TEttinger> of course use version control
[11:33:28] <k40s> Yes. But I just created a new project. It seems to work, but I get a filenotfound exception with the badlogic.jpg when running the desktop build
[11:33:36] *** badlogic has joined #libgdx
[11:35:13] *** Hronom has quit IRC
[11:35:28] *** badlogic has quit IRC
[11:35:51] *** lukas has joined #libgdx
[11:36:04] <TEttinger> is it in the android assets folder, and what IDE are you using?
[11:37:16] <k40s> I use IntelliJ (Android Studio) and I just found it myself. Had to change the workspace folder.
[11:37:28] *** davebaol has joined #libgdx
[11:38:31] *** MoshDev_ has joined #libgdx
[11:39:52] *** MoshDev has quit IRC
[11:41:10] *** lukas has quit IRC
[11:43:46] *** k40s has quit IRC
[11:46:18] *** n3o59hf has joined #libgdx
[11:50:46] *** badlogic has joined #libgdx
[11:58:15] *** derferman has quit IRC
[11:58:41] *** abs25 has quit IRC
[12:01:20] *** Biliogadafr has joined #libgdx
[12:22:20] *** MoshDev_ has quit IRC
[12:28:12] *** cackling_grandma has quit IRC
[12:29:10] *** derferman has joined #libgdx
[12:30:25] *** derferman has quit IRC
[12:30:52] *** derferman has joined #libgdx
[12:32:12] *** derferman has quit IRC
[12:32:38] *** derferman has joined #libgdx
[12:37:31] *** derferman has quit IRC
[12:38:08] *** Kajos has joined #libgdx
[12:38:58] *** deepinthewoods has joined #libgdx
[12:50:25] *** TEttinger has quit IRC
[13:01:23] *** [[derek]] has joined #libgdx
[13:14:56] *** flogy has joined #libgdx
[13:16:25] *** blomman has quit IRC
[13:16:53] *** FightingCat has quit IRC
[13:16:59] *** blomman has joined #libgdx
[13:22:13] *** jerome[fr] has joined #libgdx
[13:25:33] *** badlogic has quit IRC
[13:33:00] *** rottz has joined #libgdx
[13:35:52] *** duff has joined #libgdx
[13:36:49] *** Raziel has joined #libgdx
[13:37:00] *** lukas has joined #libgdx
[13:38:27] *** lukas has quit IRC
[13:40:15] *** lukas has joined #libgdx
[13:42:19] *** deniska has joined #libgdx
[13:47:41] *** mobaxe has quit IRC
[13:53:13] *** ruben01 has joined #libgdx
[13:53:14] *** ChanServ sets mode: +o ruben01
[13:57:37] *** badlogic has joined #libgdx
[13:58:48] *** FightingCat has joined #libgdx
[13:59:04] *** ruben011 has joined #libgdx
[14:01:24] *** ruben01 has quit IRC
[14:02:51] <lukas> Hi, does someone know why there is no keyUp detection while holding the cmd key (on mac)?
[14:06:01] <kalle_h> https://www.dropbox.com/s/ve1ebhw13lvp6xs/BeyondUltra-Screenshot-08.png?dl=0
[14:06:15] <kalle_h> Testing with very high settings
[14:06:17] *** jerome[fr] has quit IRC
[14:09:58] <esvee__> kalle, that's beautiful
[14:11:06] *** yrk has quit IRC
[14:13:30] <mk1> gorgeous
[14:14:44] <LiquidNitrogen> time to join the movie industry kalle_h
[14:16:28] <kalle_h> thats still realtime but only with top end computer
[14:17:16] <kalle_h> each grass patch is actually its own entity with cause huge burden to entity and physic system. But if we decide to go with that kind of grass look then I need to optimize it
[14:18:08] <LiquidNitrogen> if the character is wading through long grass a lot it would be worth it
[14:18:19] *** badlogic has quit IRC
[14:19:52] <kalle_h> I just want to avoid making custom path for grass
[14:21:12] *** hextileX has joined #libgdx
[14:25:39] <esvee__> kalle_h, is there a fast approximation for metals?
[14:25:46] <esvee__> (e.g not ward)
[14:26:00] *** ColaColin has joined #libgdx
[14:26:46] *** MogliX has joined #libgdx
[14:26:56] *** Getterac7 has joined #libgdx
[14:27:00] <MogliX> Hi there
[14:27:05] <kalle_h> any physical based brdf handles metal
[14:28:21] <kalle_h> esvee__: simple rules. Pure metals does not have any albedo, have high specular >0.5 that can be chromatic. Fresnel is not that important(but still needed). Rougness can be from 0-1
[14:28:44] <MogliX> Got a question: Implementing a card game. Need to scroll trough my card vertically and want to be able to serve a card by pusing/dragging a card from the scrolling list up. Is there any special approach to implement such a thing? Or any snippled which shows some things near to this?
[14:31:11] <kalle_h> Another screenshot with different daytime https://www.dropbox.com/s/c94uonm69d7599x/BeyondUltra-Screenshot-06.png?dl=0
[14:31:13] <MogliX> List should keep scrolling an becoming slower when finger gets up
[14:35:00] <esvee__> kalle_h, what's the deal with fresnel? what exactly is the 'fresenel term' and the 'fresnel equation'?
[14:35:03] *** Xoppa has joined #libgdx
[14:35:03] *** ChanServ sets mode: +o Xoppa
[14:35:19] <esvee__> in what i've read so far it's kind of assumed you're a physics expert, and it is never explained fully
[14:36:13] *** Ricorei has joined #libgdx
[14:36:26] <esvee__> what i understood so far is basically 'the larger is N.V, the more reflective the surface is"
[14:37:21] *** LiquidNitrogen has quit IRC
[14:38:30] <kalle_h> esvee__: yeah its basically that. but because metals are already almost fully reflective so fresnel can't affect that much
[14:39:01] <kalle_h> http://i.imgur.com/fihms.jpg
[14:39:30] <kalle_h> some metals actually have that negative lobe around 80degree
[14:39:37] *** Viilperi has quit IRC
[14:39:48] <kalle_h> but most games does not model that
[14:42:23] *** lasserix has quit IRC
[14:42:46] <esvee__> is mix(phong, env. relfection, fresnelTerm) correct?
[14:43:09] <esvee__> gotta read this real-time rendering book
[14:44:35] *** yrk has joined #libgdx
[14:44:39] *** yrk has joined #libgdx
[14:45:26] <kalle_h> esvee__: nope
[14:46:40] <kalle_h> fresnell just modifies the specular material intesity
[14:47:08] <kalle_h> for energy concervation you also need to modify albedo term down
[14:47:23] <esvee__> oh
[14:47:49] <kalle_h> reflection is just specular
[14:48:12] <kalle_h> usually reflection is just name for indirect specular
[14:48:47] <esvee__> what is 'direct specular'?
[14:49:55] <esvee__> oh, i see
[14:50:05] <esvee__> if i have a pt. light i want to model it's specular
[14:50:07] <esvee__> analytically
[14:50:20] <esvee__> but i want to take into account how bright the surroundings are and how they affect the object
[14:52:30] *** mutilator has quit IRC
[14:53:41] *** mobaxe has joined #libgdx
[14:55:03] *** MogliX has quit IRC
[14:56:24] <HunterD> for the chart showing the angle fresnel response of materials, why are there 3 lines for copper and aluminium?
[14:56:47] <mk1> http://i.imgur.com/lYqJt1n.png changed rendering of undiscovered hex tiles. what do you think?
[14:58:55] *** GUIpsp has joined #libgdx
[15:02:17] *** mutilator has joined #libgdx
[15:03:16] *** blomman has quit IRC
[15:03:48] *** mobidevelop has quit IRC
[15:03:48] *** blomman has joined #libgdx
[15:04:03] *** prqtnc has joined #libgdx
[15:04:07] *** Viilperi has joined #libgdx
[15:04:11] *** mobidevelop has joined #libgdx
[15:04:12] *** ChanServ sets mode: +o mobidevelop
[15:05:26] *** zephyz has joined #libgdx
[15:07:34] *** zephyz has quit IRC
[15:13:48] *** ksclarke has joined #libgdx
[15:17:49] <[twisti]> mk1: dont draw the border lines inside undiscovered territory
[15:19:23] *** SgtCoDFish has quit IRC
[15:21:40] *** mobidevelop has quit IRC
[15:22:30] *** rottz has quit IRC
[15:23:05] *** mobidevelop has joined #libgdx
[15:23:05] *** ChanServ sets mode: +o mobidevelop
[15:23:12] *** mobidevelop has quit IRC
[15:24:58] <kalle_h> esvee__: all light models need to be consistent with direct and indirect parts
[15:25:19] *** [[derek]] has quit IRC
[15:25:37] <mk1> [twisti]: I don't
[15:25:48] <mk1> gay is fog of war
[15:25:59] <[twisti]> omg hate crime
[15:26:12] <[twisti]> i mean in the area with the red stripes
[15:28:12] *** Keniyal has joined #libgdx
[15:29:18] *** mobidevelop has joined #libgdx
[15:29:19] *** ChanServ sets mode: +o mobidevelop
[15:30:19] <kalle_h> esvee__: can you show what kind of shader you have now
[15:30:37] <esvee__> kalle_h, i don't have any, i started from scratch. I'm evaluating my options
[15:30:55] <esvee__> i want to take a more steam-punk-y approach, which will require belieavble metals
[15:31:20] <kalle_h> propablt rough metals too
[15:31:28] <kalle_h> not just shiny and polished
[15:31:31] <esvee__> yes
[15:31:38] <esvee__> rusty, non-shiny
[15:31:52] <kalle_h> http://seblagarde.wordpress.com/2011/08/17/hello-world/
[15:31:56] <mobaxe> kalle_h hey could you send me your post link about endless terrain please ? :D
[15:32:18] <kalle_h> I don't have that link
[15:32:21] *** Neomex has joined #libgdx
[15:32:34] <esvee__> that sebastian dude is awesome
[15:32:52] <esvee__> i'm planning to use his parallax cubemap thing
[15:33:07] <[twisti]> mk1: i mean consider removing the dark lines that i tinted green here
[15:33:10] <kalle_h> esvee__: Mollymus is working with him. I am bit jelous
[15:33:11] <[twisti]> http://i.imgur.com/5z9TwLn.png
[15:33:11] <esvee__> (a-la static sky neon lights)
[15:33:46] <esvee__> kalle_h, have you taken any physics education, or it's entirely self taught from your gfx experience?
[15:34:06] <esvee__> whoa, 'working' as in the same company or in research?
[15:34:11] *** mobidevelop has quit IRC
[15:35:06] <mk1> [twisti]: yeah, right. good idea
[15:35:41] <kalle_h> I dind't excell at physics at university
[15:36:20] <esvee__> and look at you now
[15:38:07] *** Opetich has joined #libgdx
[15:38:12] <Neomex> what resolution do you use for mobile games?
[15:39:02] <davebaol> mk1: did you see this? https://github.com/libgdx/libgdx/issues/2433
[15:39:08] <davebaol> mk1: any idea?
[15:39:16] <kalle_h> Neomex: native
[15:39:29] <davebaol> mk1: IIRC you got a similar issue
[15:39:47] *** prqtnc has quit IRC
[15:39:49] <Neomex> kalle_h can libgdx choose best resolution for phone automatically?
[15:40:13] <kalle_h> "best" is subjective.
[15:40:26] <kalle_h> libgdx choose fullscreen bakcbuffer for you
[15:40:26] <Neomex> native then
[15:40:35] <kalle_h> but its up to you what you do after that
[15:41:05] *** Fitzy has joined #libgdx
[15:42:58] <mk1> davebaol: sry, don't have time at the moment. my boss actually asked me to work through the weekends this month
[15:43:12] <mk1> but yeah, my issue is prolly related
[15:44:48] *** Nako has quit IRC
[15:45:25] *** rottz has joined #libgdx
[15:46:57] <mobaxe> mr Hämäläinen what do you think about that http://stackoverflow.com/questions/18279456/any-simplex-noise-tutorials-or-resources ?
[15:47:05] <duff> Hey guys anyone uses android-studio ?
[15:49:25] <kalle_h> mobaxe: look like simplex noise.
[15:49:40] <[twisti]> weird, why does stackoverflow have code to prevent typos from being fixed ?
[15:53:29] <mobaxe> yes i wonder can i get what i want :D
[15:54:42] *** mobaxe has quit IRC
[15:57:49] *** slijt has joined #libgdx
[16:01:58] *** Ce11crowd has joined #libgdx
[16:03:22] <Ce11crowd> what would be the cause for this error? Exception in thread "LWJGL Application" java.lang.IllegalArgumentException
[16:03:22] <Ce11crowd> , at java.nio.Buffer.limit(Unknown Source)
[16:03:22] <Ce11crowd> , at com.badlogic.gdx.utils.BufferUtils.copy(BufferUtils.java:54)
[16:03:55] <slijt> are u trying to get an exception?
[16:04:39] <esvee__> moar stack trace plz
[16:04:39] <slijt> ur sending an illegal argument
[16:04:42] <Ce11crowd> no, i am doing a mesh.setVertices(floats) where floats is a float[] with the correct size
[16:05:06] <slijt> illegal argument exception is thrown to indicate that a method has been passed an illegal or inappropriate argument
[16:05:17] <slijt> aka ur passing bad arguments
[16:05:33] <[twisti]> odds are that your mesh isnt configured the way you think it is
[16:05:45] <slijt> yup
[16:05:46] <[twisti]> paste more of the exception stack trace and your code (on pastebin please)
[16:06:20] <[twisti]> the bad arguments is just from the deepest call, so it might not actually be an argument that you are passing around thats the issue
[16:07:25] *** FightingCat has quit IRC
[16:08:03] *** r0v3r6 has joined #libgdx
[16:08:47] *** r0v3r6 has quit IRC
[16:09:22] <Ce11crowd> http://pastebin.com/MScRynbn
[16:10:17] <Ce11crowd> trying to create a rounded rectangle, ignoring the texture for now
[16:10:20] <slijt> Im having really bad trubble with an error on android
[16:10:26] <slijt> when the player plays the game
[16:10:33] <slijt> the textures are all fragmented etc
[16:11:35] <Ce11crowd> im just passing a float[] to setVertices, which is correct size and filled with floats
[16:12:25] *** mattdesl has joined #libgdx
[16:12:49] <slijt> this doesn't happend on all devices btw
[16:12:56] <slijt> I can provide screenshots
[16:13:11] <slijt> does anyone have a clue?
[16:13:19] <esvee__> i had a similar error with the buffers, i can't recall how i solved it
[16:13:31] *** mattdesl has quit IRC
[16:13:45] *** mattdesl has joined #libgdx
[16:14:06] <esvee__> stop at Buffer#limit function entry and see why the exception is being thrown
[16:14:19] <Ce11crowd> how would i do that?
[16:14:23] <esvee__> debug..
[16:14:40] *** abs25 has joined #libgdx
[16:15:30] *** mobidevelop has joined #libgdx
[16:15:30] *** ChanServ sets mode: +o mobidevelop
[16:15:48] <Ce11crowd> if i set the vertices as new float[4] and just insert the center vertices, it works
[16:15:57] <Ce11crowd> is there something wrong with the values i insert after that?
[16:17:13] <Ce11crowd> esvee_, never used eclipse debug functionality before, just console/logcat
[16:17:23] <Ce11crowd> might look into that
[16:17:25] <esvee__> Ce11crowd, well now is a good time to start as any
[16:17:30] <Ce11crowd> ;)
[16:20:33] <slijt> does anyone have any advice for me regarding the texture problem? I can provide screenshots
[16:21:41] <slijt> the problem occurs on an xperia z2 btw
[16:22:08] <Opetich> any device where it works?
[16:22:22] <slijt> pretty much all others
[16:22:28] <slijt> that we tried so far
[16:22:35] <Opetich> noticed it haves quite a high resolution 1080p
[16:23:02] <slijt> it's like it's gl contex loss while we're still inside the application
[16:23:07] <slijt> it's not problem
[16:23:12] <slijt> it runs fine on samsung s5
[16:23:18] <slijt> which is 4k res
[16:23:39] <Opetich> i don't really understand much, was just probably random thoughts :)
[16:24:40] *** Sadale has joined #libgdx
[16:25:31] *** Sadale has quit IRC
[16:25:34] <Opetich> s5 4k? making videos only... screen is 1080p
[16:25:54] *** Sadale has joined #libgdx
[16:25:59] <slijt> lol ur right
[16:26:02] <slijt> but still
[16:26:13] <slijt> 1080p is the same as xperia z2 right?
[16:26:17] <Opetich> yeah
[16:29:59] <Ce11crowd> when i select run > debug, java application, it asks for a class, but my Main class is not listed?
[16:30:27] <hextileX> I want to use kryonet on my libgdx gwt project. Is this possible?
[16:30:48] <slijt> http://img42.com/ejh45
[16:30:59] <slijt> thats how the bug looks
[16:31:14] <slijt> as you can see, it's like textures get jagged
[16:31:49] <Opetich> unfortunely i can't actually see :) i'm at work and everything is blocked, quite suprised irc actually works xD
[16:33:00] <slijt> ah
[16:33:02] <slijt> damn :(
[16:33:33] *** jeffo has joined #libgdx
[16:33:56] <Opetich> but i would probably not be of much use :P hopefully someone sees and knows how to help you
[16:35:12] *** Opetich has quit IRC
[16:35:58] *** Opetich has joined #libgdx
[16:37:30] <esvee__> yay, finally finished an algorithm that takes any 3d mesh (convex/concave, doesn't matter), calculates the polygon of the intersection of the mesh with any 2d plane, and outputs it all to a tmx map file
[16:37:41] <esvee__> 2.5D all ze way
[16:38:51] <esvee__> http://snag.gy/rPqfo.jpg :~~~)
[16:39:31] <dajos7> cool
[16:40:06] <esvee__> it's amazing the lengths i go to to avoid writing my own map editor
[16:40:12] <Opetich> thanks just realised snag.gy is not blocked
[16:40:22] <Opetich> you might just have ruined my life
[16:40:24] <Opetich> but thanks :D
[16:40:27] <slijt> haha
[16:40:38] <slijt> :D
[16:40:51] <slijt> it's like the textures get broken when loaded
[16:40:51] <Opetich> and congrats looks cool :)
[16:40:58] <esvee__> hhh ty
[16:42:38] *** badlogic has joined #libgdx
[16:52:44] <Ce11crowd> is there a size limit to allocating a java.nio.Buffer?
[16:53:25] <Ce11crowd> my float[] only got 52 floats though
[16:53:43] <cobolfoo> the size limit is way over 52 floats :)
[16:54:20] <Ce11crowd> yeah thought so, would be ridiculous if it wasnt
[16:54:40] <cobolfoo> look like the limit is in the range of 2^31-1
[16:54:43] <[twisti]> how many meshes do you have
[16:55:12] <[twisti]> if the number is high (five or six digits) you might be hitting a general memory limit
[16:55:28] <Ce11crowd> it crashes on creating the first mesh, but each object creates its own mesh and vertex float[] array
[16:55:54] <Ce11crowd> total mesh count would be <100
[16:56:05] *** mattdesl has quit IRC
[16:56:15] <[twisti]> that shouldnt be a problem
[16:56:35] <[twisti]> see if you can reduce it to a one class test case
[16:57:13] <hextileX> I want to use kryonet on my libgdx gwt project. Is this possible?
[16:57:25] <Ce11crowd> mesh.setVertices(new float[]{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0});
[16:57:25] <Ce11crowd>
[16:57:29] <Ce11crowd> this crashes too
[16:57:44] <cobolfoo> mesh is allocated? :)
[16:58:21] <Ce11crowd> http://pastebin.com/MScRynbn
[16:58:56] *** Arbos has joined #libgdx
[16:59:04] <cobolfoo> check if mesh.getMaxVertices() is < your float array size
[16:59:05] *** Arbos has quit IRC
[16:59:05] *** Arbos has joined #libgdx
[17:00:06] <Ce11crowd> thanks! overlooked that one
[17:00:13] <Ce11crowd> that fixed it
[17:01:32] *** Jpnock4 has joined #libgdx
[17:03:18] <slijt> man it's driving me insane
[17:03:50] <slijt> has no one ever had this problem before? where the textures are cut into pieces, like they are broken
[17:04:37] <cobolfoo> slijt: screen ?
[17:04:52] *** dermetfan has joined #libgdx
[17:05:12] <slijt> cobolfoo: one sec
[17:06:04] *** Viilperi has quit IRC
[17:07:31] <slijt> http://img42.com/collection/wQ7ku
[17:07:35] *** mattdesl has joined #libgdx
[17:07:39] <slijt> cobolfoo: there you go
[17:07:56] <slijt> this doesn't happend on all devices either
[17:08:04] <cobolfoo> nice hands
[17:08:11] <slijt> rofl
[17:08:36] <[twisti]> slijt: try to draw the complete texture manually once, just to see whats actually stored in the texture
[17:08:37] *** Keniyal has quit IRC
[17:08:52] <cobolfoo> what version of libgdx are you using ?
[17:09:35] <slijt> cobolfoo: about a 6 month old version
[17:09:48] <slijt> cobolfoo: updating libgdx is out of the question btw
[17:10:09] <cobolfoo> There some issues about textures on android several months ago, especially when you rotate the screen :)
[17:10:19] *** mk1 has quit IRC
[17:10:26] <slijt> [twisti]: how would we do that? problem is also that we don't have the device ourselves..
[17:10:45] <[twisti]> no idea then
[17:10:50] <slijt> [twisti]: it's one of our beta testers that get this problem, and the apk is downloaded through beta from play store
[17:11:04] <cobolfoo> slijt: could I try it on my moto g?
[17:12:38] <slijt> cobolfoo: sure I could send you an invite to the playstore page, though it cost 0.99cent (can't turn off the pay system)
[17:12:46] <slijt> cobolfoo: though we only had this problem on xperia z2
[17:13:13] <cobolfoo> ok then it will be a waste of time :)
[17:13:20] <cobolfoo> I don't have this phone
[17:13:35] *** blomman has quit IRC
[17:14:17] <cobolfoo> I guess you have to find a second xpedia z2 user to rule out a buggy device.
[17:14:17] *** blomman has joined #libgdx
[17:14:26] <slijt> cobolfoo: yea that'd be the best
[17:14:35] <slijt> cobolfoo: it's hard though.. know anyone that has it?
[17:14:47] <cobolfoo> I know some GPU that does this kind of texture mess when they overheat
[17:14:55] <slijt> cobolfoo: we've been chasing this ghost for 5 days now, kind of starting to panic
[17:15:03] *** HunterD has quit IRC
[17:15:16] <slijt> cobolfoo: especially since we are scheduled to release the game public in aprox a little more than a week
[17:16:23] <Opetich> my phone haves kind of similiar specs
[17:16:56] <Opetich> but it isn't sony xD
[17:17:08] <slijt> Opetich: what phone do you have? :D
[17:17:10] <cobolfoo> slijt: what about creating an APK with only the first screen, no game at all. and release it here and ask everyone to test it on they devices ? I don't have sony expedia but I have 5-6 different models
[17:17:11] <Opetich> opo
[17:17:17] *** jerome[fr] has joined #libgdx
[17:17:30] <Opetich> oneplus one
[17:17:32] <cobolfoo> I have Nexus tablets, Moto G, HTC Desire, cheap chinese knockoffs :)
[17:17:41] <cobolfoo> Opetich: nicceee
[17:18:04] <Opetich> home i have samsuns galaxy tab 2 10.1, htc desire and htc one s
[17:18:10] <Opetich> :P
[17:18:32] *** blomman has quit IRC
[17:18:33] <cobolfoo> Opetich: It is really that hard to get a oneplus one ?
[17:19:05] <Opetich> it used to be, but in 1 week me and my friends all got invite, kind of weird ( and we didn't invite each others )
[17:19:35] <cobolfoo> The phone live up to your expectations? :)
[17:19:41] <slijt> cobolfoo: well, it happends inside the in-game aswell
[17:20:04] <slijt> cobolfoo: but if I invite you to the beta, you get access to the game, could you try it on all those devices
[17:20:10] <Opetich> now i don't know how is the situation but sometimes i see a few codes go around social networks
[17:20:35] <cobolfoo> slijt: the idea is not to release a full APK 1 week before the release, I guess it's the same problem everywhere in your program, distributing an APK might be simplier than going through beta since I don't have google play account on all my devices
[17:21:05] <Opetich> for my expectations yes x) but it really is a personal thing for now I would wait to see the new nexus, and all that is happening in this new gen
[17:21:31] <jerome[fr]> hi
[17:21:36] <Opetich> and android l!
[17:21:39] <Opetich> *L
[17:21:52] <cobolfoo> yeah I plan to purchase next NEXUS8/9 tablet from HTC
[17:22:04] <slijt> cobolfoo: well I figured best would be to use the same apk etc that we use for the beta, you could just login on the same playstore account to download the game on any device
[17:22:22] *** HunterD has joined #libgdx
[17:22:43] <slijt> cobolfoo: thing is taht it is quite the extra work to start making custom builds, it's a large project
[17:22:49] <slijt> cobolfoo: been going on for 1 and a half years
[17:22:58] <Opetich> honestly i just bought because my gf broke her phone so i bought one to myself and gifted my "old" htc one s
[17:23:20] <Opetich> it still did everything that i wanted :P
[17:24:27] <cobolfoo> hehe never give the new one to your girlfriend
[17:25:21] <Opetich> she didn't want the new one anyway. she knows she will just break it/ lose it x)
[17:26:10] *** qaisjp` is now known as qaisjp
[17:26:34] *** kalle_h has quit IRC
[17:28:24] *** vestu has joined #libgdx
[17:31:47] *** Viilperi has joined #libgdx
[17:31:50] *** Viilperi has quit IRC
[17:33:13] <jerome[fr]> XD
[17:33:14] *** phoenixw has joined #libgdx
[17:33:36] <slijt> so.... anyone got an xperia z2?
[17:33:38] <slijt> lol
[17:34:01] *** mattdesl has quit IRC
[17:34:29] <jerome[fr]> no sorry, i still on the galaxy s2 :/
[17:34:43] <slijt> damn it, this bug will be the death of me
[17:34:45] <slijt> I swear
[17:34:46] <slijt> haha
[17:36:44] <Opetich> x)
[17:37:10] <Opetich> spam reddit /r/android and /r/gamedev
[17:37:11] <Opetich> or other forums
[17:37:13] <Opetich> xda-devs
[17:37:26] <Opetich> ok don't literally spam
[17:37:27] <Opetich> xD
[17:37:35] <cobolfoo> Slijt: 1.08 $ CAD :)
[17:37:51] *** Tann_ has joined #libgdx
[17:37:58] <slijt> cobolfoo: yea sorry we can't turn off the payment system, so we made it as cheap as possible
[17:38:00] *** Sadale has quit IRC
[17:38:11] <slijt> cobolfoo: we can redebit you once you bought it if you'd like
[17:39:00] *** Flaiker has joined #libgdx
[17:40:00] <Opetich> buy slijt app or buy a coffee... hard choice
[17:40:09] <Opetich> :P
[17:40:10] <cobolfoo> ok working fine on moto g
[17:40:17] <slijt> haha Opetich
[17:40:21] *** Ange_blond has quit IRC
[17:40:33] <slijt> cobolfoo: alright, could you try on your other devices when you get a chance?
[17:40:47] <slijt> cobolfoo: thanks a lot for taking ur time in helping me out btw :)
[17:42:18] <cobolfoo> On my nexus 7 (2012), I load a level and it got stuck at MONITORING LEVELS …
[17:42:42] <slijt> all the time?
[17:42:49] <slijt> in what loading screen?
[17:42:56] <cobolfoo> level loading screen
[17:43:02] <cobolfoo> I killed the app and now it is working
[17:43:15] <slijt> ah
[17:43:17] <slijt> hmm
[17:43:20] <slijt> that was weird
[17:43:26] <slijt> but no graphical bugs?
[17:43:38] <cobolfoo> yeah no graphical bugs
[17:43:44] <cobolfoo> I guess it is a different bug :)
[17:44:47] <slijt> yeah
[17:44:50] <slijt> hrmm
[17:44:50] <cobolfoo> killed it again, restarted the game, and it is still working fine, You might want to check what happens in MONITORING LEVELS but it look like random/memory issue maybe?
[17:44:52] <slijt> damn it
[17:45:05] <slijt> well, the monitoring levels text is random
[17:45:12] <slijt> it's just jibberish
[17:45:37] <slijt> sometimes it can say like "Prepairing bunnies"
[17:45:44] *** dermetfan has quit IRC
[17:45:48] <slijt> or "estimating clouds"
[17:45:54] <slijt> it's just a little fun loading screen text
[17:46:03] <slijt> but I will check out the loading screen definitely
[17:46:24] *** noone has joined #libgdx
[17:46:25] <cobolfoo> I am trying it on a Samgun galaxy ace 1 (really cheap device)
[17:46:43] <slijt> cobolfoo: awesome
[17:47:23] *** abs25 has quit IRC
[17:47:36] <slijt> cobolfoo: you will definitely go into credits for helping out this much
[17:47:51] <slijt> we appreciate it!
[17:47:53] <slijt> :D
[17:49:57] <cobolfoo> I have to say that I am curious to see how libgdx get on all theses devices too
[17:50:00] <badlogic> libgdx 1.4.0 incoming
[17:50:10] <dajos7> \o/
[17:50:13] <slijt> cool badlogic
[17:50:16] <jerome[fr]> hoooo :p
[17:50:35] <slijt> badlogic: have you ever heard of textures being broken pretty much righ after you START a game on android?
[17:50:37] <dajos7> duck and cover
[17:50:43] <slijt> badlogic: http://img42.com/collection/wQ7ku
[17:51:10] <dajos7> uhhhhhhh
[17:52:22] <Opetich> wait... right now? D:
[17:52:43] *** indiepig has joined #libgdx
[17:53:03] <Opetich> or you meant nightly?
[17:53:05] <hextileX> I want to use kryonet on my libgdx gwt project. Is this possible?
[17:53:11] <hextileX> badlogic: nice
[17:53:19] <mobidevelop> hextileX: nope
[17:54:13] <hextileX> thanks. rethinking my new project now :-<
[17:54:36] <slijt> mobidevelop: have you ever heard of textures being broken pretty much right after you start a game on android?
[17:54:38] <hextileX> I want to create a multiplayer game that works on all libgdx platforms
[17:54:46] <slijt> mobidevelop: http://img42.com/collection/wQ7ku
[17:54:56] <badlogic> slijt: usually happens on android when you store your texture refs in a static var
[17:55:00] <slijt> I know im kind of spamming, sorry, but I wanna ask some of the veterans
[17:55:05] <badlogic> hextileX: i'm afraid not
[17:55:19] <slijt> badlogic: we are using the asset manager
[17:55:39] <slijt> badlogic: not using static textures
[17:56:45] *** Opetich has quit IRC
[17:57:01] <badlogic> https://github.com/libgdx/libgdx/pull/1869 does this seem like i'm pissed off?
[17:57:08] <badlogic> are you storing your asset manager in a static field?
[17:57:15] <badlogic> how much video ram do you use?
[17:57:54] <cobolfoo> badlogic: because of the F?
[17:57:59] <slijt> badlogic: no we are making sure it's not static
[17:58:20] <slijt> badlogic: Im not sure how much RAM we use, how can we check?
[17:58:40] <slijt> badlogic: also, this bug has only appeared on xperia z2 so far, it runs fine on other devices
[17:59:21] <badlogic> hmm
[17:59:40] <badlogic> figure out what images you load, then sum width*height*colordepth
[17:59:49] <badlogic> where colordepth depends on your image format
[17:59:58] <badlogic> a png with transperancy will be decoded to rgba 32-bit
[18:00:03] <badlogic> so you have width*height*4
[18:00:38] <Xoppa> i think most gpu's store them in nearest pot size
[18:00:48] <slijt> we are using atlas for all textures
[18:01:08] <slijt> POT atlas even
[18:01:10] <badlogic> cool, then just take all the pngs of the atlases you load and calculate the memory
[18:01:22] <slijt> alright, one sec!
[18:01:28] <slijt> thanks for taking time and talking to me
[18:02:37] <slijt> badlogic: colordepth = bit depth?
[18:02:47] <badlogic> yes
[18:03:26] *** lukas has quit IRC
[18:04:02] *** noone has quit IRC
[18:04:50] <slijt> badlogic: 160695296
[18:05:00] <slijt> for main menu
[18:06:00] <badlogic> that's 160mb
[18:06:02] <badlogic> that may be a bit much :)
[18:06:17] <slijt> badlogic: really? but how would we do it otherwise? :o
[18:06:25] <badlogic> maybe your calc is off
[18:06:31] <badlogic> do you load all of your images at once?
[18:06:39] <badlogic> even though you don't need them for the main menu?
[18:06:51] <badlogic> at 160mb, you can fill the screen a few dozen times
[18:07:01] <badlogic> i'd be very surprised if your main menu required that much pixels and overdraw :)
[18:07:12] <slijt> yes they all load at once because they are used
[18:07:12] <cobolfoo> slijt: tested on a galaxy ace 1, game loading, but it way too slow to be playable and in game I don't see the mushroom in the first level. I think you will need to make this app not compatible on this device :)
[18:07:25] *** Opetich has joined #libgdx
[18:07:43] *** fjeeee has joined #libgdx
[18:07:57] <slijt> badlogic: we chain together the entire menu screen there
[18:08:02] *** Yajinoki has joined #libgdx
[18:08:14] <badlogic> right
[18:08:15] <slijt> badlogic: aka, main menu, options menu, worlds menu and levels menu
[18:08:20] <badlogic> 160mb is still very excessive
[18:08:30] <slijt> how would we do it then?
[18:08:36] <slijt> since it's all packed in an atlas..
[18:08:37] <slijt> :(
[18:08:39] <badlogic> right
[18:08:43] <badlogic> what's the resolution of the atlas?
[18:08:44] <slijt> cobolfoo: alright thats good to know!
[18:08:53] <slijt> badlogic: 1080x1080
[18:08:59] <badlogic> and you only load that one thing?
[18:08:59] <slijt> 3 images
[18:09:05] <badlogic> that doesn't sound right :/
[18:09:19] <badlogic> do the following, just create a simple appllistener that loads your graphical assets for the main menu
[18:09:20] <slijt> we also load a background and a foreground
[18:09:25] <badlogic> ok
[18:09:30] <slijt> they are 1340x700
[18:09:36] <badlogic> ya, that's still ok
[18:10:08] <badlogic> that'd be 8mb
[18:10:23] <badlogic> (1080x1080 + 2 * 1340x700) * 4
[18:10:43] <cobolfoo> slijt: Just tested on a Cubot G95 (cheap < 100$ phone from china), working #1.
[18:10:51] <badlogic> correction, 11mb :)
[18:10:53] <badlogic> that sounds ok
[18:11:36] <slijt> badlogic: ah, pheew
[18:11:47] <slijt> cobolfoo: awesome! :D
[18:11:50] *** noone has joined #libgdx
[18:12:30] <hextileX> type libgdx on android phone. spelling suggestion -> libido ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[18:12:41] <slijt> badlogic: so what could be the reason? :S
[18:13:01] <ollipekka> holy crap: I didn't thing field.get(null) would actually work for static fields
[18:13:02] <hextileX> maybe thats the reason I code in my leasure time
[18:13:03] <ollipekka> but it does
[18:13:04] <badlogic> slijt: i can't say. i suggest to write a small applicationlistener that only loads and renders those 11mb of assets
[18:13:04] <ollipekka> a++
[18:13:36] <cobolfoo> slijt: I think you don't need to be that worried, might be a defect Xpedia unit.
[18:13:38] <slijt> badlogic: if we just saved a single static image and rendered it, could that fuck up all other images etc?
[18:13:45] <cobolfoo> anyway Sony is < 4% of android market
[18:14:06] <cobolfoo> Samsung is 30-35 % :)
[18:14:46] <badlogic> slijt: yes
[18:15:03] <badlogic> many gpu drivers on android are bullshit
[18:15:13] <badlogic> and if you send them something that's no longer valid, they tend to exhibit silly behaviour
[18:15:44] <slijt> badlogic: alright.. will scan the project for another check for static images or textures just to be sure
[18:16:12] <cobolfoo> badlogic: like black textures :)
[18:16:18] <slijt> badlogic: also another question, we made a gamecontroller that is static
[18:16:26] <badlogic> nothing should be static ever
[18:16:27] <slijt> which creates our mainGame class
[18:16:56] <slijt> badlogic: not even our game controller can be static?
[18:17:04] <badlogic> nothing
[18:17:05] <badlogic> ever
[18:17:20] <badlogic> unless you are VERY careful with cleaning out your statics on startup
[18:17:29] <badlogic> that is, clean them up in ApplicationListener#create()
[18:17:36] <badlogic> ignore whatever is in them and reinitialize them
[18:17:38] <badlogic> then you should be ok
[18:17:49] <badlogic> i'm afraid that's a limitation of Dalvik
[18:17:53] <badlogic> i wonder if they fixed that in ART
[18:19:03] <Opetich> for a moment i tought the universe would explode if I used statics :P
[18:19:32] <badlogic> it's the #1 issue many folks have when deploying their stuff to android
[18:19:41] <badlogic> so it's pretty much like the universe exploding
[18:19:55] *** joshuafcole has joined #libgdx
[18:20:17] *** Yajinoki has quit IRC
[18:21:36] <Opetich> but i guess it makes sense with the android life cycle... most people will just assume they are there and boom or something like that D:
[18:21:39] *** dajos7 has quit IRC
[18:22:09] <slijt> badlogic: I heard some good stuff about ART
[18:22:20] *** dajos7 has joined #libgdx
[18:23:41] <Opetich> that reminds me that i should probably read more before even talking
[18:25:08] <Xoppa> i'd say that because art is aot that includes the initialisation of static variables
[18:25:31] <badlogic> yeah, could very well be
[18:26:57] *** hextileX has quit IRC
[18:27:27] <cobolfoo> I never had the static issue on android, I usually put everything as non-static inside my main Game object
[18:27:46] <slijt> cobolfoo: thats pretty much how we do it aswell
[18:27:58] <slijt> cobolfoo: also we never had a problem either untill now
[18:28:14] <indiepig> Any plans to gradle up the libgdx source itself?
[18:28:39] *** phoenixw has quit IRC
[18:28:40] <indiepig> mainly I just like how gradle lets you build both eclipse and idea project files
[18:29:01] *** deniska has quit IRC
[18:30:46] <badlogic> nope
[18:30:58] <badlogic> to much work, and nate would hate it
[18:31:25] <indiepig> he's not a gradle fan?
[18:32:41] <noone> what would the advantage be, "gradlizing" libgdx?
[18:33:05] <cobolfoo> I have a program that run in a background thread, I use wake locks to keep it running even if the phone is sleeping. In my network thread I am doing http requests. My background thread perform http requests every 15 seconds, for some strange reason, some time It hangs for 20-30 minutes, some days it works perfectly.
[18:33:16] <indiepig> well, what I'd want personally is two things
[18:33:24] <indiepig> unit testing and idea project files
[18:33:32] <indiepig> don't need gradle for that
[18:34:45] <noone> unit tests are pretty difficult in case of libgdx I think
[18:34:48] *** Fitzy has quit IRC
[18:34:58] <indiepig> I disagree
[18:35:30] <noone> how do you run unit tests in the browser?
[18:35:41] <noone> how do you check if a model is correctly rendered?
[18:35:56] <indiepig> those are functional tests
[18:36:09] <indiepig> functional tests would be difficult
[18:36:27] *** robitx has quit IRC
[18:36:28] <noone> huh? functional tests is pretty much exactly what unit tests are for?
[18:38:31] <indiepig> unit tests are to test a unit of code, functional tests are to test the interaction between several units
[18:38:36] *** deniska has joined #libgdx
[18:39:11] <indiepig> it would be more difficult than it's worth to write an automated test to say, "Yes, this button appears on the screen"
[18:40:17] *** esvee_ has joined #libgdx
[18:40:18] <indiepig> but it's not difficult to write something that is like, "when I call layout() the properties are what I expect
[18:41:18] <indiepig> anyway, I'm not advocating gradleizing it
[18:41:45] <mobidevelop> There is a large part of life gdx that is mostly untestable with unit tests... math and util stuff should be testable
[18:42:01] <mobidevelop> *libgdx, silly autocorrect
[18:42:03] <noone> uuummm, how is rendering a model not a unit test?
[18:42:06] <indiepig> all the data structures should be testable
[18:42:14] *** lukas has joined #libgdx
[18:42:20] <noone> there is ModelBatch.render(model)
[18:42:31] <noone> that's a method is a unit of code imho
[18:42:39] <mobidevelop> That tests a lot of things
[18:43:00] <noone> it does, but it would still be a unit test
[18:43:11] <mobidevelop> If it doesn't render, you can't pinpoint it, it is a functional test
[18:43:29] *** HunterD has quit IRC
[18:43:37] *** Fitzy has joined #libgdx
[18:43:57] *** esvee__ has quit IRC
[18:44:19] <indiepig> right, for example
[18:44:19] <indiepig> if you have
[18:44:19] <indiepig> petAnimal() {
[18:44:19] <indiepig> myDog.pet();
[18:44:19] <indiepig> }
[18:44:20] <indiepig> the unit test is just to ensure that myDog.pet() is called, not that myDog.pet() does anything
[18:44:50] <indiepig> it would be an integration test if you wanted to test that myDog.pet() also did what you want
[18:45:05] <noone> checking that it is called is still a unit test
[18:45:09] *** Flaiker has quit IRC
[18:45:24] <indiepig> right, but in your example for render()
[18:45:47] <noone> and so one could check that modelbatch.render does the correct stuff, assuming that all other parts work correctly
[18:46:02] <indiepig> yep
[18:46:45] <indiepig> anyway, I just brought up gradle because I like the way libgdx projects can go between idea and eclipse seamlessly because of it
[18:46:56] <indiepig> but selfishly
[18:47:00] <indiepig> I just never want to use eclipse
[18:47:01] <indiepig> I hate it
[18:47:21] <noone> I'll never use anything else but eclipse
[18:47:32] <indiepig> but the libgdx source itself is only eclipse
[18:47:34] <mobidevelop> Why can't you just import the eclipse projects?
[18:47:37] *** HunterD has joined #libgdx
[18:48:02] <indiepig> Yeah, I'll try that again, I did but it's not quite right
[18:48:30] <noone> just go back in time, tell your old self to never use idea and you won't have that problem now
[18:48:51] *** hextileX has joined #libgdx
[18:49:04] <indiepig> what would prevent me from switching to idea later?
[18:49:20] <indiepig> the only reason for eclipse is price
[18:49:23] <indiepig> ooh
[18:49:24] <indiepig> you're right
[18:49:27] <indiepig> I could make myself broke
[18:49:39] <indiepig> go back in time, spend all my money
[18:49:41] <indiepig> stick with eclipse
[18:49:42] <indiepig> got it!
[18:50:45] <noone> and never earn any money after that
[18:50:50] <mobidevelop> IDEA Community Edition is sufficient for libgdx purposes, so price isn't even a reason.
[18:51:26] <indiepig> hehe
[18:51:59] <indiepig> I'm a game developer now, I said goodbye to money when I made the switch =-p
[18:52:52] <indiepig> ahh, I didn't have the eclipse integration plugin installed
[18:52:55] <indiepig> taht's why it didn't work
[18:53:11] <loogie> does idea work well for libgdx?
[18:53:20] <loogie> i know its much less bloated
[18:53:31] <loogie> but is it worth it at all?
[18:54:25] *** HunterD has quit IRC
[18:55:02] *** abs25 has joined #libgdx
[19:00:01] *** Opetich has quit IRC
[19:00:55] *** Flaiker has joined #libgdx
[19:01:14] *** Opetich has joined #libgdx
[19:01:25] *** Opetich has quit IRC
[19:01:51] <esvee_> i'm actually unit testing a lot of the box2d stuff
[19:02:13] <esvee_> asserting direction normals are in specified ranges, that fixtures were destroyed, joints created etc
[19:02:45] <noone> you crazy
[19:03:10] <mobidevelop> Why on earth would you unit test third party code?
[19:03:19] <esvee_> i'm not ut's 3rd party code
[19:03:43] <esvee_> i'm asserting that my own game logic affects the game how i want
[19:03:50] <noone> you crazy
[19:04:04] <esvee_> i'd be crazy to test EVERYTHING
[19:04:09] <mobidevelop> Ah, I thought you meant you were unit testing box2d itself
[19:04:12] <esvee_> but i'm testing a very limited subset of critical algorithms
[19:04:19] <esvee_> dude noo
[19:04:36] <noone> I only unit test 2nd party code
[19:04:51] <esvee_> i have a very complex collision handling code, without ut's i'd be still debugging that stuff
[19:05:26] <indiepig> hehe
[19:06:04] <esvee_> i think i'll pay for IDEA just to get the Chronon
[19:06:06] <indiepig> here's something I'd love to see change -- b2d Shape needs a ShapeDef
[19:06:16] <indiepig> Chronon?
[19:06:20] <esvee_> yeah
[19:06:24] <indiepig> what's that?
[19:06:25] <esvee_> it basically records your program
[19:06:31] <esvee_> so you can rewind and replay
[19:06:33] <indiepig> whoa
[19:06:35] <esvee_> insert log messages
[19:06:36] <indiepig> haven't heard of that
[19:06:40] <indiepig> I'm still on 12
[19:06:41] <esvee_> fcking crazy stuff
[19:06:51] <esvee_> http://blog.jetbrains.com/idea/2014/03/try-chronon-debugger-with-intellij-idea-13-1-eap/
[19:07:04] <esvee_> dude it's insane, i tried it about an year ago when i was debugging my netcode
[19:07:11] <esvee_> saved my life
[19:07:22] <noone> it records the program?
[19:07:33] *** hextileX has quit IRC
[19:07:39] <esvee_> it records the execution of your program
[19:07:50] <indiepig> that sounds amazing
[19:07:54] <indiepig> hit a hard to repro bug
[19:08:07] <indiepig> replay it
[19:08:08] <indiepig> :D
[19:08:11] <esvee_> exactly
[19:08:22] <esvee_> i set up chronon recording on my servers
[19:08:33] <esvee_> on a small subset of classes (it's quite heavy on the performance)
[19:08:39] <esvee_> and then i'd just download the recordings and replay them
[19:08:39] <indiepig> b2d has fixturedef and bodydef, but not shapedef
[19:08:40] <noone> sounsd like it just resets the stackframes and reruns them
[19:08:49] <noone> which eclipse could also do
[19:09:33] <esvee_> i don't think eclipse can do anything of that
[19:09:49] <indiepig> they tried making something like this for flash, but flash died before it became real
[19:10:21] <esvee_> hmm i got a lot of offers on elance to do concept art for my game
[19:10:50] <esvee_> maybe i should just take the 500$ i allocated for this and get drunk
[19:11:17] <indiepig> what's elance?
[19:11:23] <esvee_> www.elance.com
[19:11:30] <esvee_> you can hire freelancers to do stuff
[19:11:32] <noone> it's freelance, but without fre
[19:11:40] <esvee_> heh
[19:12:05] <mobidevelop> What would a ShapeDef do? How would it differ from using the actual shapes?
[19:12:28] <indiepig> when you create a Shape it actually creates it in a b2world, meaning you can't create it as pure data
[19:13:06] <indiepig> so if you're trying to set up the models for your world, you're able to create fixture and body definitions before the world is initialized, but not shapes
[19:13:17] <noone> yes, now you can
[19:13:24] <indiepig> ?
[19:13:24] <noone> there's Box2D.init() now
[19:13:43] <indiepig> in libgdx?
[19:13:50] <noone> in 1.4.0 which was just released
[19:14:29] <mobidevelop> 1.4.1
[19:14:51] <indiepig> but how does that let you create a shape as a model?
[19:15:02] <indiepig> here's my use case
[19:15:14] *** duff has quit IRC
[19:15:14] <indiepig> I'm creating things from json
[19:15:27] <indiepig> but the json is parsed before box2d is initialized
[19:15:31] <noone> you do Box2D.init(), then create all shapes, bodydef etc, then create the world
[19:15:37] <indiepig> ah
[19:15:51] *** Thoast has quit IRC
[19:16:03] <indiepig> well, that could work, I still think that shapes should be the same as fixtures and bodies
[19:16:13] <mobidevelop> I don't
[19:16:18] <indiepig> why?
[19:16:39] <noone> because box2d itself doesn't have shapedef
[19:16:44] <mobidevelop> ^
[19:16:57] <indiepig> I'm not saying libgdx should differ
[19:17:03] <indiepig> I'm saying box2d should be consistent
[19:17:20] *** Viilperi has joined #libgdx
[19:17:30] <indiepig> you're able to create a model representation of the objects you're creating with the exclusion of Shape
[19:17:40] <indiepig> I think it's weird
[19:18:10] <indiepig> Having Box2D.init() would be a nice workaround though
[19:18:39] <indiepig> my current workaround is gross, I'm holding onto the JsonValue until after initialization and then unmarshaling it
[19:18:56] <indiepig> which means I don't know at the time of loading the level whether the data was good or not
[19:19:15] <noone> you could also do "World world = new World(); world.dispose();"
[19:19:25] <noone> it has pretty much the same effect like Box2D.init()
[19:19:45] <noone> but Box2D.init() doesn't look so hacky :D
[19:21:41] <indiepig> hehe
[19:21:43] *** combo has joined #libgdx
[19:22:13] *** Oebele has joined #libgdx
[19:22:34] <indiepig> can't believe it's 1030 and I haven't had coffee yet
[19:22:45] <noone> it's actually 1922
[19:22:55] <indiepig> where are you from?
[19:23:07] <Oebele> 1922 indeed
[19:23:10] <noone> germanyland
[19:23:22] <indiepig> ah, toll :)
[19:23:30] *** Keniyal has joined #libgdx
[19:23:40] <noone> wunderbar, auf wiedersehen!
[19:23:50] *** noone has quit IRC
[19:23:51] <indiepig> hehe
[19:24:02] <indiepig> schluess auf diesem Quatsch!
[19:26:08] *** onelson has joined #libgdx
[19:27:05] *** noone has joined #libgdx
[19:27:18] <dajos7> badlogic: you did it like Microsoft... just skipped a version number :D
[19:27:31] *** fauge has joined #libgdx
[19:27:50] *** poxip has joined #libgdx
[19:28:05] <indiepig> does anybody know if there's a way to check if a b2world has been destroyed?
[19:28:09] <fauge> can anybody explain how to render a color and fade it in and out to another color
[19:28:17] <indiepig> b2d crashes if you try to destroy a body if the world is already destroyed
[19:28:56] <fauge> when you destroy the world destroy the bodies first
[19:29:01] <dajos7> indiepig... i remember that destoying stuff in b2d has to be handeled with care
[19:29:05] <fauge> its like world.getbodys
[19:29:24] <dajos7> yeah sth like this
[19:29:27] *** prqtnc has joined #libgdx
[19:30:08] <dajos7> fauge: just draw sth with your color and change the values of your color
[19:30:10] <indiepig> oh ok, I figured destroying the world destroyed the bodies =-p
[19:30:26] <indiepig> bad assumption I guess
[19:31:17] <mobidevelop> dajos7: nag, he just messed up the 1.4.0 release so had to do a 1.4.1 to fix it
[19:31:19] <dajos7> indiepig: http://gamedev.stackexchange.com/questions/27113/what-is-the-proper-way-to-remove-a-box2d-body-from-the-world-in-libgdx
[19:31:23] <mobidevelop> *nah
[19:31:46] <dajos7> mobidevelop: ok ...
[19:32:18] <mobidevelop> ...
[19:32:57] *** Thoast has joined #libgdx
[19:33:22] <fauge> mobi can you help me?
[19:33:23] <noone> fauge: http://pastebin.com/x74qfpeQ that's how how morphed colours
[19:33:32] <fauge> oh
[19:33:46] <abs25> https://dl.dropboxusercontent.com/u/64175875/HowToFix.png how to make things sharper with ShapeRenderer?
[19:34:26] <indiepig> you don't need to null the userdata before destroying a body, it already does that
[19:35:45] <fauge> noone can i use Color,lerp?
[19:36:08] <indiepig> destroying the joints first was a bug in the web version of libgdx, but that's been fixed now I think
[19:36:11] <badlogic> and libgdx 1.4.1 is ready for your consumption
[19:36:24] <noone> fauge: hah, probably, I didn't notice that one :D
[19:36:26] <badlogic> dajos7: shhh, don't tell anyone
[19:36:28] <loogie> is there a built-in method to z-order in spritebatch?
[19:36:30] *** dauntless26 has joined #libgdx
[19:36:54] <fauge> loogie its whatever you render first i think
[19:36:56] <indiepig> Re: loogie I don't think so, it goes by child order
[19:37:06] <dauntless26> Hey guys I found something fishy in the gdx box2d source code
[19:37:20] <loogie> ok so there's no "use z in orthographic" or whatever.
[19:37:21] <loogie> ok
[19:37:27] <indiepig> well
[19:37:36] <indiepig> you could if you changed the ortho camera and turned on depth sorting
[19:37:51] <noone> why change ortho cam?
[19:37:53] <dauntless26> In the body class the method set awake is documented as set true to put body to sleep. It should say set true to wake up body.
[19:37:58] <indiepig> because the near is 1
[19:38:14] <loogie> would that slow things down?
[19:38:20] <indiepig> I just mean change the position and clipping
[19:38:24] <indiepig> not change the camera
[19:38:28] <indiepig> yeah, a bit
[19:38:44] <loogie> i'll just pre-sort
[19:38:49] <dauntless26> @C
[19:39:05] <fauge> noone i have color.lerp implemented but it seems to stay at black when im lerping between blue and black
[19:39:09] <dauntless26> @Xoppa hey.
[19:40:26] <noone> fauge: no idea, I didn't use that one, my method definitely works, but you might not get the results you expect... colours don't really work in a "linear" way
[19:41:17] *** kjeldahl has quit IRC
[19:41:18] <noone> fauge: are you sure you are supplying floats between 0 and 1?
[19:41:30] <fauge> http://pastebin.com/frYWSzzX
[19:41:47] *** kjeldahl has joined #libgdx
[19:43:15] <noone> that's not really complete
[19:44:17] *** stefzekiller has joined #libgdx
[19:44:28] *** Rattus has joined #libgdx
[19:44:31] <fauge> what do you mean?
[19:44:38] <fauge> thats where im changing the color
[19:44:48] <fauge> it seems to change to the end color
[19:45:46] <noone> it's not the full code
[19:45:51] <noone> that's what I mean
[19:46:27] <noone> doesn't she the declaration or initialitation of colourCounter or gointToColour2
[19:46:38] <noone> *she=show
[19:46:42] *** kalle_h has joined #libgdx
[19:46:56] <kalle_h> hello again
[19:47:07] <fauge> http://pastebin.com/QcMw1yzC
[19:47:57] <noone> hi kalle
[19:48:07] <mobidevelop> fauge: you are modifying the color constants
[19:50:17] *** Jpnock4 has quit IRC
[19:50:18] <noone> ha right, you turn blue to red and then interpolate between red and red
[19:51:56] <noone> my method uses a tmp 3rd Color to use, I think that makes its handling a bit easier
[19:52:10] <kalle_h> http://www.fingersoft.net/jobs
[19:53:54] <noone> lol
[19:54:01] *** Thoast has quit IRC
[19:54:12] <[twisti]> your language looks like someone poured a bucked of öäü all over the text
[19:54:28] <kalle_h> There are english version too
[19:54:45] <kalle_h> [twisti]: we leave ü to germans
[19:54:53] <noone> Tschüss!
[19:55:03] <kalle_h> and teenagers don't use ä or ö anymore
[19:55:06] <[twisti]> weird i could have sworn i saw some in there
[19:55:13] <[twisti]> yeah i dont use them either
[19:55:24] <[twisti]> i use english keyboard layout, nicer for programming
[19:55:54] <indiepig> hehe
[19:55:55] <noone> I should start doing that as well
[19:56:11] <noone> and btw, you should see how many 'ä' kalle has in his last name
[19:56:13] <indiepig> that doesn't look like German to me
[19:56:25] <indiepig> Dutsch?
[19:56:51] <noone> finnish? swedish?
[19:56:54] *** abs25 has quit IRC
[19:56:56] <[twisti]> finnish
[19:57:01] *** xupisco has joined #libgdx
[19:57:04] <kalle_h> Those are cool guys from northern Finland. They also send that to Public employment and business services site but they censored it.
[19:57:12] <[twisti]> dutch is the one that has "ij" a lot
[19:57:34] <fauge> noone whats the @temperary
[19:57:43] *** kjeldahl has quit IRC
[19:57:55] <[twisti]> im procrastinating because i have to do php today
[19:57:56] <noone> written dutch looks weird, spoken it's 100% mumbled german
[19:57:57] <[twisti]> i hate php
[19:58:06] <indiepig> :)
[19:58:10] <indiepig> I like php surprisingly
[19:58:33] <noone> fauge: ah, ignore that, it's just a marker interface for me so I see whether a variable will be manipulated or can be manipulated (in the javadoc)
[19:59:11] <indiepig> given how much I hate most non-staticly typed languages, I like PHP =-p
[19:59:52] <fauge> Thanks noone! that class works
[20:00:00] <fauge> ill give you credit in my game
[20:00:03] <indiepig> but probably because most PHP devs aren't as bad as the average JS dev, so the code I've worked with is better
[20:00:12] <noone> fauge: lol, not necessary :D
[20:00:21] <indiepig> hehe
[20:00:28] *** n3o59hf has quit IRC
[20:00:29] <indiepig> I'll give you credit in my game as well noone
[20:00:58] <fauge> in my code then
[20:01:01] *** Jpnock4 has joined #libgdx
[20:01:10] <noone> I can already imagine the "Special thanks to ... noone!" in the credits
[20:02:28] *** kjeldahl has joined #libgdx
[20:02:30] * noone made a joke.
[20:02:45] <dauntless26> Lol
[20:03:08] <noone> thanks dauntless26
[20:03:09] <fauge> oh ha
[20:04:23] <indiepig> :)
[20:05:55] *** abs25 has joined #libgdx
[20:08:36] <indiepig> ok
[20:08:40] *** kjeldahl has quit IRC
[20:08:46] <indiepig> I worked around my b2world issues
[20:09:03] <indiepig> I stopped initializing the world inside a component and instead doing it before the level loads
[20:09:09] <kalle_h> Artist gone totally nuts. >70k entities. https://www.dropbox.com/s/nzfa0wxf7k04x16/AlphaTest-Screenshot-04.png?dl=0
[20:09:35] <kalle_h> I needed to push limit of unsigned short just that he can test these things
[20:10:24] <indiepig> lol, wat?
[20:10:44] <mutilator> why is there grass floating next to trees
[20:10:46] <indiepig> who can test what things?
[20:11:05] <indiepig> oh, entities
[20:11:08] <indiepig> I read that as entries
[20:11:34] <indiepig> yeah, that's a lot of things
[20:11:56] <indiepig> It's not every day we get to push the limits of those ushorts
[20:12:21] <indiepig> if you give an artist a bit, he'll ask for a byte
[20:12:37] *** Fitzy_ has joined #libgdx
[20:12:43] <kalle_h> mutilator: just some test stuff. Basically hacking generator to produce something to get feel is it the direction where we want to push or not
[20:12:59] <mutilator> ah
[20:13:06] <indiepig> I really like the look of it
[20:13:29] <indiepig> the cartoon-like feel is awesome
[20:13:32] <kalle_h> mutilator: actually that is not a tree but some really spiky terrain feature
[20:13:40] *** zaal has quit IRC
[20:14:00] <indiepig> is it a mobile game?
[20:14:21] <indiepig> nm, the m and i look like keyboard hotkeys
[20:14:36] <indiepig> those UI bits look pretty big though for desktop
[20:14:37] *** Fitzy has quit IRC
[20:15:21] <kalle_h> pc game called Hardland.
[20:15:30] <kalle_h> one shot more https://www.dropbox.com/s/l91s2zxnssfpnoz/BeyondUltra-Screenshot-05.png?dl=0
[20:16:05] <indiepig> cool
[20:16:22] <indiepig> one day I'll have an artist =-p
[20:16:24] *** kjeldahl has joined #libgdx
[20:17:03] <dauntless26> They won't load on my phone.: (
[20:17:10] <kalle_h> Without artist I suggest to focus on game styles that does not need lot of art content
[20:17:33] <indiepig> well, I'll have one, but I'm getting as far as I can without one first
[20:18:12] <indiepig> I'm running off savings so I'm going to try to hire the art when I have everything 100% dev art so not to waste their time
[20:18:34] <kalle_h> Procedural or abstract. But avoid anything with pixel art or models
[20:18:39] *** zaal has joined #libgdx
[20:19:34] <kalle_h> Art is not something that can be slapped top of ready game
[20:19:56] <mutilator> pfft
[20:20:06] <kalle_h> Artists are usually way better game designers too
[20:20:21] <kalle_h> and they have eye for overal feel
[20:20:26] <mutilator> when you have artists like me you dont need people who know what they're doing
[20:20:27] <mutilator> http://superkap.com/f/01b7e69799ddf7587766475e8a0e3315
[20:20:28] *** fjeeee has quit IRC
[20:20:35] <mutilator> i can produce award winning art like this
[20:20:40] <indiepig> hehe
[20:21:20] <kalle_h> With artist like these who need enemies
[20:21:40] <mutilator> games shouldnt have enemies
[20:21:44] <mutilator> they should have tractors that fart
[20:21:47] <mutilator> end of story
[20:22:31] <indiepig> when you're running solo you do what you need to. If I found the right artist to work with me from the beginning I would
[20:22:59] <indiepig> and I disagree about the game design comment
[20:23:16] <indiepig> I don't think either are inherently better
[20:23:25] <mutilator> reminds me i still never posted my art/music on opengameart
[20:23:44] <indiepig> :)
[20:23:53] <indiepig> I have an awesome composer though!
[20:24:01] <mutilator> yea i paid for the stuff
[20:24:08] <indiepig> my wife's pro
[20:24:09] <kalle_h> indiepig: its all about time managment. Coders tend to spent most of their time to coding and learning
[20:24:10] <mutilator> but game kinda just dropped off the face of the earth
[20:24:28] <mutilator> so i figure someone else might get use of it
[20:24:34] *** kjeldahl has quit IRC
[20:25:01] <indiepig> and artists?
[20:25:13] *** kjeldahl has joined #libgdx
[20:25:13] <mutilator> mostly sit around doing nothing
[20:25:20] <mutilator> so have plenty of time to think about that stuff
[20:25:30] <mutilator> :O
[20:25:49] <indiepig> lol, no I want to hear the comparison, I haven't observed artists being better game designers than developers
[20:26:24] <indiepig> to me it seems like a separate skill independent of art or code
[20:27:19] *** SgtCoDFish has joined #libgdx
[20:27:23] <kalle_h> its my subjective opinion that I have concluded within industry in couple years.
[20:28:08] <indiepig> you said coders spend most of their time coding and learning, but what about artists?
[20:29:53] <kalle_h> They play a lot. Maybe they want to see reference or something. I don't know
[20:30:06] *** kjeldahl has quit IRC
[20:30:41] <indiepig> coders play a lot as well
[20:30:41] *** kjeldahl has joined #libgdx
[20:30:50] <loogie> if i used a separate thread for updating game stuff.. would it be thread safe to be modifying primitive values only? like x, y, scale, etc?
[20:30:54] <indiepig> if it's one thing that's unanimous in the games industry is that the creators play games
[20:30:55] <dauntless26> Thy spend a lot of time arting things
[20:30:56] <kalle_h> I am not saying that coders can't be good at it. But if they want to be good coders then they usually lack the time of being also good at game design
[20:30:56] *** francisl has joined #libgdx
[20:31:22] <loogie> ^ i'd agree
[20:31:35] <loogie> i'm good at game design, not an amazing coder :P
[20:31:57] <[twisti]> artists get good at objectively judging their own work, they get less hung up on convincing themselves that they are doing it the right way
[20:31:58] <indiepig> yes, that I agree with, but I'm saying I haven't found designers to be much better
[20:32:03] <dauntless26> Let's get together and make babies loogie
[20:32:05] <[twisti]> because everyone can see art, but nobody sees code
[20:32:23] <kalle_h> When I was younger I always tought I want to be game designer but you never know. Now I am graphics programmer and rarely have time to play anything more than half an hour
[20:32:25] <[twisti]> so coders often do dumb things because they arent used to judging their own work by something other than clear metrics
[20:32:38] *** Thoast has joined #libgdx
[20:33:19] <indiepig> I find that there are very different types of artists and coders
[20:33:35] <kalle_h> true
[20:33:52] <indiepig> a UI coder has a very different feel for the 'unquantifiable' than a DB programmer for example
[20:33:55] <loogie> someone! is it safe to edit primitives from different threads?
[20:33:59] <dauntless26> I actually went to school for art and now I only code.
[20:34:25] <[twisti]> it is not, loogie
[20:34:30] <loogie> my problem is i'm a business programmer. so its difficult for me to understand games.
[20:34:47] <indiepig> re: loogie
[20:34:47] <indiepig> If you have a function:
[20:34:47] <indiepig> void add(float x) {
[20:34:47] <indiepig> y += x;
[20:34:47] <indiepig> }
[20:34:47] <indiepig> That is not thread safe without a synchronized qualifier
[20:34:55] <dauntless26> Loogie you have to serialize the changes.
[20:35:12] <kalle_h> In game dev meetings at Helsinki I often have noticed that coders talk about code and artist/designers talk about games
[20:35:22] <[twisti]> you most certainly do not have to serialize things to make them thread safe
[20:35:29] <loogie> so.. basically strings are the only threadsafe?
[20:35:40] <indiepig> no, that's not correct
[20:35:45] <dauntless26> It's one approacj
[20:35:47] <[twisti]> no, but immutable things are easier to make thread safe
[20:35:48] <loogie> yeah i just saw the msg
[20:35:53] <kalle_h> loogie: define safe?
[20:35:57] <[twisti]> all primitive wrappers are immutable
[20:36:11] <[twisti]> but for immutable objects, thread safety kind of makes no sense
[20:36:24] <[twisti]> String s = "Bla"; // sure, this is thread safe now
[20:36:29] <[twisti]> but s = "Blub" still wont be
[20:36:34] <kalle_h> You die, computer explodes. program crash, some particle end up with wrong color for one frame
[20:36:39] *** yrk has quit IRC
[20:37:06] <loogie> heh
[20:37:12] <kalle_h> latter could be still safe even tougth its a bug
[20:37:30] <loogie> well i just want to know if i'm trying to modify a sprites position etc from another thread if it will work
[20:37:45] <kalle_h> If you need to ask about multithreadind... dont' do it
[20:37:50] *** kjeldahl has quit IRC
[20:38:11] <loogie> well i'd like to learn, its kinda the point.
[20:38:14] <indiepig> loogie: if you have a function, if it's not within a synchronized block, that function can be run multiple times on different threads, and if that's the case, then you can have that function being run "simultaneously"
[20:38:27] <dauntless26> If that was the case kalle then we would never progress as programmers.
[20:38:38] <indiepig> what that means is that anything shared in that function can be fought over
[20:39:54] <loogie> yeah, i get that. for something like an object that's bad... if its a primitive.. like an int.. if 2 things try to change its position, would it explode? or would the int just get say.. added too multiple times
[20:39:58] <kalle_h> There is not point of using multithreading other than performance(responsivity too)
[20:40:03] <indiepig> so:
[20:40:03] <indiepig> function float add(float x, float y) { return x + y; } // thread safe
[20:40:04] <indiepig> function void add(float y) { this.x += y } // only thread safe if the threads are using different instances
[20:40:17] <kalle_h> if you don't know what you are doing then you don't gain any performance
[20:40:18] *** esvee__ has joined #libgdx
[20:40:40] <kalle_h> so you waste lot of time. Make program more complex, slower and buggy. For sake of nothing
[20:41:00] <indiepig> Oracle has some good articles on threading
[20:41:13] <indiepig> it's a good thing to understand
[20:41:22] <dauntless26> Depends what he's using it for. Maybe it's for a ui
[20:41:37] <indiepig> well yeah, don't thread your UI ;)
[20:41:50] <indiepig> but learning threading he will not regret
[20:41:58] <[twisti]> if you want to do threading, read at least the first half of jcip
[20:42:14] <[twisti]> if you dont, you WILL add buggy unreproducable crashes and stuff into your code
[20:42:14] <kalle_h> its very advanced subject. Don't do it without careful thinking about if it necessity
[20:42:30] <indiepig> yea
[20:42:40] <dauntless26> Or take a sewing class. They talk a lot about different threads there.
[20:42:41] <indiepig> which reminds me
[20:42:43] <[twisti]> jcip = java concurrency in practice
[20:42:46] <indiepig> Libgdx related!
[20:42:52] <[twisti]> very good book, the bible of multithreading
[20:42:54] <indiepig> Sort is not thread safe
[20:42:58] <indiepig> should be fixed
[20:43:05] <indiepig> or an easy alternative
[20:44:01] *** esvee_ has quit IRC
[20:44:12] <indiepig> I guess the alternative is pretty easy, instantiate the timsort manually
[20:44:28] <indiepig> but there should be a comment on that class that it isn't thread safe so you don't get burned
[20:45:08] <kalle_h> multithreading can only give speed of by number of cores. This is constant. In big O notations this isn't even optimization
[20:45:39] <indiepig> no no that's not what I meant
[20:45:51] *** badlogic has quit IRC
[20:45:53] <indiepig> I'm not saying you should be able to multithread the sorting of an array
[20:46:10] <indiepig> I'm saying you can't use the static Sort class in threads
[20:46:21] <indiepig> it uses static storage
[20:46:46] <indiepig> so if two different threads are trying to sort two entirely different things, using the static Sort class will burn you
[20:46:53] <kalle_h> My respond wasn't for you. But there are some java sort algos that almost give linear speed up
[20:47:50] <indiepig> hm?
[20:47:56] <indiepig> I'm not following
[20:48:09] <indiepig> sorting is at best n log n
[20:49:16] <kalle_h> http://www.java-gaming.org/topics/parallel-insertion-sort-for-almost-sorted-data-sets/32979/msg/309208/view.html
[20:49:22] *** Qowface has joined #libgdx
[20:49:37] <kalle_h> You can split sorting to N cores and get huge speed boost
[20:50:14] <indiepig> oh ok, I see what you're saying now
[20:50:48] *** Viilperi has quit IRC
[20:50:59] *** mobaxe has joined #libgdx
[20:51:25] <kalle_h> but my point was more that everyone should focus on easier and more important optimization knowledge at first. Algorithm level first then data oriented(helps also with multithreading a lot)
[20:51:31] *** fauge has quit IRC
[20:52:28] <indiepig> optimization is a fun/obsessive past time =-p
[20:53:09] <indiepig> kind of gets in the way of gamedev sometimes
[20:53:29] <indiepig> seeing something and being like, "I could make that WAY faster" when it doesn't need to be =-p
[20:53:43] <indiepig> you said you're a graphics programmer?
[20:55:00] <kalle_h> yeah
[20:55:49] *** Neomex has quit IRC
[20:55:54] <indiepig> I just started learning OpenGL a couple months ago
[20:56:04] <indiepig> got lighting and shadows in my game
[20:56:10] *** LordDVG has joined #libgdx
[20:56:29] <indiepig> opengl is tough ^_^
[20:56:35] <indiepig> mainly because of compatibility
[20:57:11] <kalle_h> openGl is annoying
[20:57:17] <indiepig> so much arcane knowledge in it
[20:57:19] <kalle_h> state machine is bitch
[20:57:23] <indiepig> state machine?
[20:57:54] <mobaxe> sup
[20:58:02] <indiepig> yo
[20:58:02] <kalle_h> opengl is just big state machine. There are billion toggles that you can swich and they do preserve state between draw calls
[20:58:19] <indiepig> ya
[20:58:30] <mobaxe> im bored and came to listen ya :P
[20:58:41] <indiepig> it makes invariance difficult
[20:58:43] <kalle_h> so if you do one mistake and don't switch some toggle somewhere that flawed state just continue to exist
[20:58:53] *** kjeldahl has joined #libgdx
[20:59:12] <kalle_h> what is most annoying is that GPU's don't actually work that way anymore
[20:59:28] <indiepig> my biggest problem isn't that though, it's that what will work on pc, android, webgl, won't work on Ouya and I'll have no friggen clue why
[20:59:35] <kalle_h> they actually just take one big state object with draw call
[21:00:35] <indiepig> interesting
[21:00:41] <kalle_h> indiepig: Some compatibility issues are related to that. Maybe some driver don't actually use same default value for one state.
[21:01:17] <kalle_h> openGL is so big old mess that even driver writes can't test every possible combimation anymore(more than billions)
[21:01:18] <indiepig> oh hrm
[21:02:00] <indiepig> Yeah, for now I'm just focusing on PC, dropping web and Ouya, I can figure out compatibility later
[21:02:20] <kalle_h> My friend actually just sold their company to google that just do test suites for opengl vendors to test their shit
[21:02:41] <kalle_h> Ouya is dead
[21:02:51] <[twisti]> i wonder why, seemed like a neat idea
[21:02:53] <indiepig> well, will be by the time I'm done probably
[21:03:00] <indiepig> It's not now
[21:03:04] *** Thoast has quit IRC
[21:03:08] *** mobaxe has quit IRC
[21:03:23] <kalle_h> we actually sold some games there when it launched but that slowed to zero pretty quick
[21:03:37] <indiepig> The numbers from some of the latest Indie games aren't awful for Ouya
[21:03:47] <indiepig> Towerfall comes to mind
[21:04:22] *** AndreLopes has joined #libgdx
[21:04:26] <kalle_h> http://forums.ouya.tv/discussion/1196/sales-downloads
[21:04:35] <AndreLopes> Hi Devs
[21:04:42] <indiepig> Ouya is the only console that LibGDX supports afaik
[21:04:48] <indiepig> Hey andre
[21:04:51] <indiepig> I knew a tom lopes
[21:04:55] <indiepig> any relation? =-p
[21:04:56] <AndreLopes> :O
[21:04:59] <AndreLopes> no
[21:05:00] <AndreLopes> lol
[21:05:03] <indiepig> oh, darng :
[21:05:05] <AndreLopes> im Brasilian :)
[21:05:17] <kalle_h> indiepig: but you can't just take the best seller and think numbers are good
[21:05:33] <AndreLopes> How do i set Text in a textfield to a certain pad?
[21:05:41] <indiepig> My first goal is to make a game that's fun
[21:06:08] <indiepig> it's a couch multiplayer game, which on PC that's not a common setup
[21:06:21] <kalle_h> if you do that then premium games for ios would still sound like good business(Minecraft is only top100 game in top grossing chart that actually is not free)
[21:06:26] <indiepig> and Ouya is the only thing LibGDX supports
[21:06:28] <AndreLopes> my current goal is to guess how to pad a textfield :(
[21:06:48] <indiepig> ah
[21:06:51] <indiepig> I can help with that
[21:07:06] <indiepig> I wrote a "Box" which is a container you can wrap around things and give them margins
[21:07:11] <mobidevelop> Libgdx only supports Ouya?
[21:07:39] <indiepig> https://gist.github.com/nbilyk/e402fbf706da11a82c86
[21:07:43] <indiepig> for consoles
[21:07:47] <indiepig> is that no longer the case?
[21:07:50] <dauntless26> Hey mobi I found something wrong in the gdx physics body class.
[21:08:04] <mobidevelop> Sounds likely
[21:08:04] *** Symyon has quit IRC
[21:08:07] *** Lingo_ has joined #libgdx
[21:08:20] <mobidevelop> indiepig: And Fire TV and Android TV
[21:08:27] <dauntless26> It says in he set awake documentation to set true to sleep but it should say set true to wake up.
[21:08:27] *** Lingo_ is now known as nickisme
[21:08:31] <indiepig> oh, what are those? =-p
[21:09:03] <mobidevelop> Things nobody has
[21:09:17] <mobidevelop> But we support them!
[21:09:23] <nickisme> any mac fans around?
[21:09:47] <dauntless26> Woot. Macs rule
[21:09:47] <indiepig> hehe, awesome, maybe in a year or two when my game is done people will have them
[21:09:55] <nickisme> dauntless26: http://browser.primatelabs.com/geekbench3/search?dir=desc&q=model%3A%22MacBookPro11%2C2%22+platform%3A%22Mac%22+processor%3A%22Intel+Core+i7-4980HQ%22+frequency%3A2800+bits%3A32&sort=multicore_score
[21:09:56] <mobidevelop> dauntless26: yeah, I think someone has mentioned that before
[21:09:58] <AndreLopes> "I wrote a "Box" which is a container you can wrap around things and give them margins "
[21:10:12] <AndreLopes> isnt there a way to do it?
[21:10:18] <nickisme> i have the fastest macbook pro period (right now) per the benchmarks
[21:10:19] <mobidevelop> Sounds like Container
[21:10:20] *** esvee_ has joined #libgdx
[21:10:22] <nickisme> :-)
[21:10:58] <kalle_h> hi esvee__
[21:11:12] <kalle_h> esvee__: any progress with metal shader
[21:11:32] *** kjeldahl has quit IRC
[21:11:35] <mobidevelop> I have the slowest macbook
[21:11:46] <nickisme> nice
[21:12:06] <dauntless26> Um cool? Nickisme
[21:12:10] <nickisme> maybe you have my laptop's retard cousin
[21:12:24] <nickisme> yea, not really
[21:12:46] <nickisme> it doesnt make me a better programmer :-)
[21:13:03] <indiepig> it does sound like Container, doesn't it?
[21:13:48] <theaftermath> Would it be good practice to define a bounding triangle with the Polygon class?
[21:13:53] *** esvee__ has quit IRC
[21:14:00] <theaftermath> Also does it matter what order I put the vertexes in?
[21:14:10] <indiepig> don't you hate finding out that you reinvented something?
[21:15:07] <indiepig> AndreLopes: So yeah, you can wrap it in a Container to give it padding
[21:15:37] <AndreLopes> hm
[21:15:57] <loogie> thanks [twisti] i found it. also had a tech call i had to take
[21:16:16] <[twisti]> found what ?
[21:16:26] *** Fitzy_ has quit IRC
[21:17:08] <dauntless26> It's like only knowing three chords on the guitar.
[21:17:12] <loogie> sorry a bit ago
[21:17:15] <loogie> the jcip
[21:17:18] *** jerome[fr] has quit IRC
[21:17:31] <dauntless26> But you feel so proud
[21:18:30] <nickisme> dauntless26: exactly
[21:18:36] <indiepig> theaftermath: in Box2d? or what?
[21:18:43] <nickisme> like having a really big penis without a girlfriend
[21:18:44] <[twisti]> oh, yeah, good book
[21:18:50] <nickisme> makes you worthless
[21:19:04] <theaftermath> indiepig com.badlogic.gdx.math.polygon
[21:19:17] <theaftermath> I'm not using box2d for this project
[21:19:26] <dauntless26> Except I don't have either of those thigs
[21:19:40] <dauntless26> Things
[21:20:18] <indiepig> theaftermath: oh, for drawing?
[21:21:25] <theaftermath> indiepig its being using for collision detection theoretically
[21:22:02] <indiepig> You're not thinking of
[21:22:02] <indiepig> com.badlogic.gdx.physics.box2d.PolygonShape?
[21:22:37] <theaftermath> No I am using the class I was talking about earlier
[21:22:47] <theaftermath> Like I said, I'm not using box2d
[21:22:58] <indiepig> yeah, but what does collision detection in libgdx other than b2d?
[21:23:11] <theaftermath> Intersector
[21:23:16] <indiepig> ohh
[21:23:24] <indiepig> thanks, this is cool, I haven't seen this
[21:23:40] <theaftermath> its cool
[21:23:57] <indiepig> I wouldn't expect the order to matter, 3 points in any order is the same triangle
[21:24:15] <theaftermath> good point, I guess it'll be ok then
[21:24:16] *** Keniyal has quit IRC
[21:26:42] <esvee_> kalle_h, hey, not reached it yet, i've been polishing server-side code all day
[21:26:58] *** Fitzy has joined #libgdx
[21:27:08] <kalle_h> order doos matter
[21:27:19] <esvee_> that and in talks with freelance art artists
[21:27:34] *** kjeldahl has joined #libgdx
[21:27:42] *** stefzekiller_ has joined #libgdx
[21:27:58] <kalle_h> Box2d creator itself say this. box2d is not fully symmetric.(which you see if you try to stack N box in pile)
[21:28:12] *** Fitzy has quit IRC
[21:29:25] <kalle_h> it does not matter if you test triangles as primitives
[21:29:36] <kalle_h> but hardly any one does that
[21:30:07] <indiepig> he wasn't talking about b2d
[21:30:52] <kalle_h> I noticed that too late. But most of the algorithms does process triangle as three segments so order does matter
[21:32:01] *** stefzekiller has quit IRC
[21:34:31] *** Fitzy has joined #libgdx
[21:39:34] <dauntless26> Is it bad that I only enjoy working on engines and not actual games?
[21:41:05] *** ilar has quit IRC
[21:42:29] <mobidevelop> I don't make games
[21:44:31] <dauntless26> What do you do?
[21:45:14] <kalle_h> dauntless26: Engines without game/s aren't engines
[21:45:29] <kalle_h> they are just empty shelves
[21:45:43] <dauntless26> Not frameworks
[21:45:50] <mobidevelop> dauntless26: games related, I just do libgdx
[21:45:56] *** Viilperi has joined #libgdx
[21:46:05] <dauntless26> Actual engines with entities and components
[21:46:36] <AndreLopes> libgdx > all
[21:46:39] <AndreLopes> i love libgdx
[21:47:08] <dauntless26> I see mobi. I just get more excited about the technical aspect of games rather than specific implementations.
[21:48:34] <kalle_h> dauntless26: I am all about technical aspects too but without games they are worthless. You don't know the actual requirments without testing it with the game
[21:49:27] <dauntless26> If I was on a team then I would enjoy working on the engine is all I'm saying.
[21:50:18] <dauntless26> Too bad we're all lonely creatures and no one wants to team up.
[21:50:29] *** ilar has joined #libgdx
[21:51:47] <kalle_h> dauntless26: There are lot of jobs for engine programmers
[21:52:04] *** nickisme has quit IRC
[21:53:00] <kalle_h> like this http://www.fingersoft.net/jobs
[21:53:03] *** ColaColin has quit IRC
[21:54:35] <indiepig> do you work for fingersoft?
[21:55:26] <AndreLopes> i always want to teamup
[21:55:52] <kalle_h> indiepig: nope. I work at mountain sheep
[21:55:59] <kalle_h> 'I have met them couple times
[21:56:18] <dauntless26> OI c++
[21:56:23] <indiepig> lol
[21:56:36] <indiepig> ya, C++ to a room full of java devs
[21:56:40] <dauntless26> Andre what are you working on?
[21:56:40] *** ilar_ has joined #libgdx
[21:57:02] <indiepig> I'm former Riot Games gone Indie
[21:57:30] <kalle_h> indiepig: languages are just tools. You should know more than one
[21:57:43] <AndreLopes> why there isnt alt gr for 4 ? ¹²³ £¢ ?
[21:57:44] *** stefzekiller__ has joined #libgdx
[21:57:44] <mutilator> unless it's python
[21:57:46] <dauntless26> I'm former obsessive masturbator gone indie
[21:57:47] <mutilator> :O
[21:57:47] <AndreLopes> thats annoying
[21:58:01] *** Fitzy has quit IRC
[21:58:02] <indiepig> I'm just saying if you want to find good C++ devs, this might not be the best campground for it
[21:58:46] <kalle_h> Good opengl skills should help
[21:59:16] *** ilar has quit IRC
[21:59:17] <kalle_h> I am doing c++ at work and I was "pure" java dev before that. But I did know openGL
[21:59:28] *** ilar_ is now known as ilar
[21:59:43] <dauntless26> Java all the things!
[21:59:46] <indiepig> hehe
[22:00:13] <indiepig> I come from the RIA world, so most of my XP is web side
[22:00:27] <kalle_h> indiepig: On what games you worked at Riot?
[22:00:33] <indiepig> they just have the one
[22:00:36] <indiepig> League of Legends
[22:01:20] <kalle_h> I tested that couple times but never figured out why its so popular
[22:01:32] *** stefzekiller_ has quit IRC
[22:01:56] <dauntless26> Yognaughts
[22:02:09] *** cackling_ladies has joined #libgdx
[22:02:40] <indiepig> I haven't played it since I left, but I enjoyed it when I did
[22:02:43] <dauntless26> They made it popular
[22:03:10] *** lasserix has joined #libgdx
[22:03:40] <kalle_h> indiepig: in what role you worked there?
[22:03:45] <indiepig> game front end
[22:03:52] <indiepig> well, started in web, Store
[22:04:39] <abs25> how do i export my game as exe
[22:04:39] <indiepig> sr. software engineer
[22:04:48] <indiepig> abs25: packr
[22:04:57] *** Fitzy has joined #libgdx
[22:05:05] <indiepig> https://github.com/libgdx/packr
[22:05:06] <dauntless26> Abs try jarsplice
[22:05:11] <dauntless26> Or that
[22:05:17] <abs25> what?
[22:05:23] <abs25> cant I do it with gradle somehow
[22:05:24] <dauntless26> Didn't know that existed
[22:05:36] <indiepig> you can export it as a jar with gradle
[22:05:44] <indiepig> gradle dist:desktop
[22:05:51] <indiepig> er, smileyyy
[22:06:08] <indiepig> as a jar you can run it if you have the jre installed
[22:06:12] <esvee_> abs25, excelsior JET. but it costs $
[22:06:12] <kalle_h> Can I ask why you switched to Indie?
[22:06:18] *** ColaColin has joined #libgdx
[22:06:20] <esvee_> (if your project is commercial)
[22:06:31] <abs25> guys, there is a way to do it with gradle I just dont remmember how
[22:06:33] <AndreLopes> I hate UML fanboys
[22:06:42] <abs25> I did not mean exe, I mean jar
[22:06:43] <indiepig> abs25
[22:06:55] <indiepig> html dist : desktop
[22:06:59] <dauntless26> Andre I sent you a pm
[22:07:28] <AndreLopes> hai
[22:07:31] <AndreLopes> well
[22:07:35] <AndreLopes> im making a new game but
[22:09:04] *** vestu has quit IRC
[22:09:40] <abs25> how do I export my game to jar?
[22:09:41] <AndreLopes> im not looking for a team for it right now
[22:09:47] <Qowface> abs25: https://github.com/libgdx/libgdx/wiki/Gradle-on-the-Commandline#packaging-the-project
[22:09:58] <AndreLopes> but i have some scientific projects, and i always have space for more programmers for open source projects
[22:10:04] *** blomman has joined #libgdx
[22:10:07] <AndreLopes> Neural networks, genetic programming, etc
[22:10:13] <AndreLopes> we use libgdx for view
[22:10:30] <dauntless26> Hmm that sounds interesting. Where can I find out more?
[22:10:30] *** ruben011 has left #libgdx
[22:10:33] <esvee_> AndreLopes, do you know anything about creating game AI using genetic programming?
[22:10:51] <AndreLopes> Hm.. never did that, but its possible
[22:11:00] <AndreLopes> its like minmax but, with genetic programming :P
[22:11:05] <abs25> Qowface, thank you alot
[22:11:07] <AndreLopes> Its a possible framework idea
[22:11:09] <esvee_> what's the complexity of such an endevaour?
[22:11:12] <AndreLopes> depends
[22:11:23] <AndreLopes> how good you want it to be?
[22:11:31] <noone> smarter than me
[22:11:34] <AndreLopes> its possible to start a project for it
[22:11:35] <noone> that's the very least
[22:11:38] <esvee_> average
[22:11:41] <AndreLopes> well
[22:11:46] <esvee_> as long as it's competetive
[22:11:54] <AndreLopes> i guess its possible for a board game
[22:11:59] <esvee_> it's not a board game
[22:12:00] <AndreLopes> not for a 2D game.. i would have to think
[22:12:08] <esvee_> it's very similar to a soccer game
[22:12:18] <AndreLopes> hmm
[22:12:32] <AndreLopes> Dauntless
[22:12:34] <AndreLopes> have skype?
[22:13:00] <esvee_> nop
[22:13:11] <esvee_> i'm just interested in the general idea
[22:13:35] <AndreLopes> i meant Dauntless
[22:13:36] <AndreLopes> :P
[22:13:38] <esvee_> like, how does FIFA trains it's AI players?
[22:13:51] <dauntless26> No. I only have internet on my phone and its super slow
[22:14:05] *** Flaiker has quit IRC
[22:14:20] <AndreLopes> erm
[22:14:32] *** ilikefood has quit IRC
[22:16:59] <kalle_h> esvee_: I don't think any sports game use actual AI agents
[22:17:07] <esvee_> kalle_h, just behavior stuff?
[22:17:24] <kalle_h> propably big mess with bunch of hacks
[22:17:55] <esvee_> heh
[22:18:14] <dauntless26> Nah I read thy actually pay people to live play the npcs
[22:19:03] <dauntless26> So when you think you're playing aagainst an npc you're actually playing some guy in India who works for a dollar a day
[22:19:20] <AndreLopes> thats mean
[22:19:22] *** mockillo has quit IRC
[22:19:34] <kalle_h> easy = kids, medium = teenagers, hard = chinese
[22:19:52] <dauntless26> Lol
[22:19:59] <kalle_h> hidden auto match making would be so much better
[22:20:53] <esvee_> that's a startup right there
[22:21:09] *** ilikefood has joined #libgdx
[22:21:23] <dauntless26> Let's do it!
[22:21:53] <dauntless26> We'll even make a kickstarter for it
[22:22:11] <AndreLopes> southpark
[22:22:28] *** poxip has quit IRC
[22:23:42] <kalle_h> but players like to play against predictable AI
[22:24:13] <dauntless26> North Korean then
[22:25:17] *** AndreLopes has quit IRC
[22:25:23] <kalle_h> :)
[22:26:29] *** slijt has quit IRC
[22:28:03] *** ilar_ has joined #libgdx
[22:30:23] *** ilar has quit IRC
[22:31:31] *** noone has quit IRC
[22:33:20] *** wreed has joined #libgdx
[22:34:47] *** abs25 has quit IRC
[22:34:59] *** zz_donCarnage is now known as donCarnage
[22:36:23] *** abs25 has joined #libgdx
[22:36:48] <abs25> shapeRenderer isnt realy the best right?, I get ton of lagg on phone drawing just a bit over 100 shapes
[22:37:22] *** francisl has quit IRC
[22:37:56] *** ilar_ has quit IRC
[22:38:13] <wreed> what do you draw that much shapes for abs25 ?
[22:38:40] <abs25> wreed, https://dl.dropboxusercontent.com/u/64175875/triangles.gif
[22:38:56] <abs25> on android its moving 3 times slower if not more
[22:39:09] <wreed> idk what that is but it sure looks really cool
[22:40:07] <wreed> i dont really know why it would be slower, are you handling your objects properly? the garbage collector in android might kick in differently than on desktop
[22:40:54] *** ilar has joined #libgdx
[22:41:56] <abs25> wreed, handling objects properly as in?
[22:42:36] <Ashiren> dispose when unneeded. no new ...() in render etc.
[22:42:48] <cobolfoo> abs25 are you using delta value for your movements?
[22:43:50] *** Jpnock5 has joined #libgdx
[22:45:23] <wreed> to determine if the garbage collector is affecting you log cat should post a message everytime it does its thing like this abs25 :
[22:45:24] <wreed> GC_CONCURRENT freed 1012K, 98% free 11865K/405196K, paused 4ms+13ms, total 73ms
[22:45:43] <wreed> if you see those often there may be an object creation issue
[22:46:42] *** mockillo has joined #libgdx
[22:47:00] *** Jpnock4 has quit IRC
[22:53:25] <kalle_h> So cool. https://www.youtube.com/watch?v=J7K91g8yG_w
[22:53:50] <kalle_h> Some one should do these with mass production
[22:55:53] *** hextileX has joined #libgdx
[22:59:14] <LittleMilk> kalle_h, pretty cool
[22:59:30] *** LittleMilk has quit IRC
[22:59:36] *** Kajos has quit IRC
[23:01:09] <abs25> wreed, where can I see those messages, while I am debuging it or?
[23:01:24] <wreed> log cat should show it
[23:01:38] <abs25> wreed, ok Il check it now
[23:02:16] <abs25> cobolfoo, I am not moving them like that
[23:02:33] *** Getterac7 has left #libgdx
[23:02:45] <wreed> you should use delta value for consistent movement between devicees
[23:02:54] <abs25> wreed, app is runing for a minute, no messages like that appeared
[23:03:14] <abs25> wreed, I know that I should, but why wouldnt it run on 60fps
[23:03:30] <Tomski> davebaol, are you around?
[23:04:24] *** TheUnkn0wn0ne has joined #libgdx
[23:04:39] <wreed> some devices have a lower cap than that
[23:05:02] <Qowface> abs25: Render runs as fast as it can. On Android it's generally capped at 60 but ^
[23:05:18] <Qowface> On your PC it could easily be a couple hundred FPS it's running it at
[23:05:23] <wreed> ^
[23:05:41] <abs25> wreed, I run my other game with 300 textures at 60fps?
[23:05:55] <wreed> is that a question or a statement
[23:06:18] <abs25> statement and question why this one isnt
[23:06:52] <wreed> do you have the game set to 60 fps on desktop?
[23:07:05] <abs25> no
[23:07:31] <wreed> wellllll
[23:07:36] <wreed> open your desktop main file
[23:08:13] <abs25> I didnt set it, but I am printing fps out and i can see 60
[23:08:34] <abs25> its default for libgdx
[23:09:00] <wreed> oh yeah i forgot that, at some point they didnt have the limit there and my game speed just picked up like crazy and i did not know what the deal was
[23:09:10] <wreed> what is the fps for your android game
[23:09:14] <wreed> version*
[23:09:55] <abs25> starts with 14, and then rises to 22 and jumps up and down from there
[23:10:06] <abs25> around 20
[23:10:32] <wreed> well that would cause it to look like its lagging
[23:10:33] *** dauntless26 has quit IRC
[23:10:40] <abs25> exactly
[23:10:42] *** dauntless26 has joined #libgdx
[23:10:49] <abs25> but when i lower the number of objects from 50 to 10, its 60fps
[23:11:05] <wreed> its probably just too much for your device
[23:11:11] <abs25> btw each shape I am drawing twice, once four outline and onde for fill
[23:11:38] <abs25> why is it too much? 100 moving objects is too much?
[23:12:14] <abs25> 30 objects is stable 52 fps
[23:12:14] <wreed> thats what it seems like
[23:12:38] <abs25> ye
[23:12:44] <abs25> and back to my original question
[23:12:49] <abs25> is it shapeRenderer or my phone?
[23:13:02] <Qowface> How old's the phone?
[23:13:44] <Qowface> (Of course there's current low end devices too so not the best question)
[23:13:51] *** joshuafcole has quit IRC
[23:14:04] <abs25> 2013, August , mid tier to low tier device
[23:14:06] <abs25> 1gb ram
[23:14:12] <abs25> Quad-core 1.2 GHz Cortex-A5
[23:14:15] <abs25> Adreno 203
[23:14:31] *** Fitzy has quit IRC
[23:14:39] <abs25> btw I noticed something interesting
[23:14:48] <abs25> bigger objects makke it lagg more
[23:15:02] <cobolfoo> they overlap ?
[23:15:05] *** joshuafcole has joined #libgdx
[23:15:24] <abs25> cobolfoo, they do, did u see the gif?
[23:15:41] <cobolfoo> overlapping of large objects cost a lot :)
[23:15:43] <Qowface> Are all objects checking if they're close to every other object at all times?
[23:16:06] <abs25> cobolfoo why?
[23:16:13] <abs25> Qowface, yeah lol
[23:16:14] <abs25> each frame
[23:16:40] <abs25> each objects checks with each other object distance over sqrt
[23:16:46] <wreed> well you seem to really be doing a lot of processing which would hinder performance
[23:17:03] <abs25> makes no sense
[23:17:06] *** lasserix has quit IRC
[23:17:10] <wreed> why not
[23:17:13] <abs25> how do some games on andorid phones have 3d graphics?
[23:17:24] <abs25> are they just really good illusions
[23:17:39] <wreed> well technically all 3d computer graphics are illusions
[23:17:45] <abs25> yeah but still
[23:17:51] <wreed> opengl is meant to be super efficient
[23:17:51] <abs25> my phone can run many 3d games for android
[23:17:57] <abs25> and it cant run 100 objects moving around?
[23:18:13] <wreed> it appears so, without code i cant really say but you probably need some optimization
[23:18:15] <abs25> btw I am prrety shure calculations dont eat much
[23:18:28] <abs25> maybe using SpatialHashGrid would work?
[23:18:38] <abs25> because I already have one in other project I could just copy it int his one
[23:18:49] <abs25> nah i dont think so
[23:19:17] <wreed> well if it didnt need optimaztion it would be running faster lol
[23:19:22] <abs25> wreed, Il make code look nicer tomorow and then I will try to sort it out, sending it right now is ridiculouse :P
[23:19:39] <wreed> im not sure how i can help really just tossing ideas at you
[23:20:47] <Tomski> Are you batching your shape renderer calls?
[23:20:57] <abs25> Tomski, batching?
[23:21:03] <abs25> I dont think so
[23:21:24] <abs25> I am just calling it
[23:21:48] <wreed> im not sure how exactly you would do this but if you can it might help
[23:22:05] <Tomski> abs25, got any code to show?
[23:22:15] <abs25> Tomski, shure if u really want to see it
[23:22:16] *** ChanServ sets mode: +o Tomski
[23:22:27] <Tomski> abs25, just how you are rendering your geometry
[23:24:11] *** mattdesl has joined #libgdx
[23:26:30] <abs25> Tomski, http://pastebin.com/VEfqTk7L
[23:27:22] <wreed> you create a new arraylist every frame
[23:27:35] <abs25> but it has to be done :/
[23:27:40] *** Getterac7 has joined #libgdx
[23:27:49] <Tomski> No it doesnt abs25, just clear it
[23:27:56] <wreed> that would be more efficient
[23:27:57] <aegamesi> I get waaaaay too excited when a new libgdx version is released. Also, topic...?
[23:27:58] <blomman> What are the gradle commands for specifying ios device for the simulator?
[23:28:09] *** LordDVG has quit IRC
[23:28:10] *** Oebele has quit IRC
[23:28:19] <Tomski> abs25, but you dont want to be shapeRenderer.begin() shapeRenderer.end() for every shape
[23:28:23] <Tomski> thats super expensive
[23:28:27] <wreed> in create() make something create arraylists based off of how much you need
[23:28:44] *** knobber has joined #libgdx
[23:28:47] <abs25> Tomski, how do i define shapeType for other object then?
[23:29:01] *** Tomski changes topic to "set Welcome to the #libgdx channel. libgdx 1.4.0 released - http://www.badlogicgames.com/wordpress/?p=3488 - Submit your game to our gallery: http://libgdx.badlogicgames.com/gallery.html - If you have a question, just ask!"
[23:29:27] <Tomski> Do all your lines first, then all your filled shapes
[23:29:50] <aegamesi> *1.4.1
[23:30:14] <abs25> Tomski, so if I have lines and filled I must have 2 begin/end?
[23:30:19] <abs25> I cant inside of it change shapeType
[23:30:21] <Tomski> blomman, the command line arg is -Probovm.device.name=device
[23:30:24] *** dauntless26 has quit IRC
[23:30:42] <Tomski> device being iPhone-4s, iPhone-6-plus ...
[23:30:47] <blomman> Tomski: Aren't there any for the commandline?
[23:31:00] <Tomski> That is for command line
[23:31:13] <Tomski> why are we on 1.4.1.....
[23:31:20] <knobber> possibly on a related note... is there any reason that there's no provision for a color-filled polygon using the shaperenderer? I know there's code floating around for it but I was wondering if there's a reason for it not being officially supported
[23:31:22] <blomman> ohh I see
[23:32:07] <knobber> also, motd takes you to libgdx 1.3.1 announcement
[23:32:33] <Tomski> oh mario derped
[23:32:35] <Tomski> 1.4.1 it is
[23:33:09] *** Tomski changes topic to "set Welcome to the #libgdx channel. libgdx 1.4.1 released - http://www.badlogicgames.com/wordpress/?p=3533 - Submit your game to our gallery: http://libgdx.badlogicgames.com/gallery.html - If you have a question, just ask!"
[23:33:47] *** mattdesl has quit IRC
[23:35:00] <aegamesi> Tomski: cause microsoft
[23:35:02] *** abs25 has quit IRC
[23:35:21] <jeffo> Thankyou libgdx team! <3
[23:35:57] <[twisti]> Tomski: does that mean i cant use the maven version anymore ?
[23:36:21] <Tomski> [twisti], verison of what?
[23:36:30] <[twisti]> libgdx
[23:36:37] <Tomski> Why would that be?
[23:36:52] <[twisti]> i use the maven archetype because i dislike gradle, but the change notes say eclipse users must use gradle version something now
[23:37:05] <Tomski> Well you just bump up your versions in your poms
[23:37:36] <[twisti]> oh yay, i thought that message meant you did something gradle only so i had to switch if i wanted to keep up with the new version
[23:37:36] <Tomski> Eclipse users that are using the gradle setup
[23:37:40] <Tomski> Must update
[23:37:40] *** mattdesl has joined #libgdx
[23:43:29] *** Fitzy has joined #libgdx
[23:44:07] *** indiepig has left #libgdx
[23:44:20] <knobber> what would be the best way for me to load something that i've procedurally generated into some sort of 'image' type? i've generated a voronoi map to use as a backdrop but instead of rendering each site individually i'd like to generate, load into some sort of graphics object, then just draw that as the background
[23:45:06] <knobber> doesn't have to be on-the-fly or fast to load it in but i'd like it to be faster than shaperendering a lot of triangles, lines etc when it comes time to display it
[23:45:13] <Tomski> static?
[23:45:47] *** LiquidNitrogen has joined #libgdx
[23:48:24] <knobber> static texture you mean?
[23:48:58] <kalle_h> draw shapes to fbo and done
[23:49:17] <knobber> fbo = frame buffer object?
[23:49:44] <knobber> i've done everything in shaperenderer so far so i'm not familiar with the pipeline here
[23:49:46] <Tomski> static as in unchanging
[23:49:55] <knobber> yeah it'd be static, generated once and then displayed
[23:50:02] <Tomski> Yeah, render to fb
[23:50:02] <Tomski> o
[23:50:14] <knobber> what exactly is fbo
[23:52:00] <hextileX> Tomski: do you know if I can use websocket in kryonet? I still try to connect my libgdx GWT project with my kryonet server.
[23:52:05] <dajos7> Framebufferobjects?
[23:53:41] <kalle_h> knobber: create FrameBuffer, fbo.begin, shaperenderStuff, fbo.end. done. then you can use fbo.getColorTexture
[23:54:00] <kalle_h> its only change where you draw. not how you draw
[23:54:32] <[twisti]> fbos are like magic
[23:54:53] <knobber> alright, thanks very much
[23:56:18] <Tomski> hextileX, probably not
[23:56:40] <knobber> is there any difference for which format i pass in to the fbo? or as long as it's color-renderable it'll work?
[23:56:48] *** Fitzy has quit IRC
[23:57:07] <kalle_h> Schools should teach kids to treat coding and computers as magic. That would make our jobs pretty safe
[23:57:35] <dajos7> most kids do not have any interest in coding
[23:57:43] <dajos7> no need to make it magic
[23:57:53] <kalle_h> but some does and that must be stopped
[23:57:58] <dajos7> ^^
[23:58:15] <Tomski> Lots of young kids are getting introduced to it at school now
[23:58:19] <Tomski> RIP everyones jobs
[23:58:37] <kalle_h> and its not make it any easier that microsoft casually buys couple year old game studio with 2.5billion
[23:58:43] <dajos7> they get introduced since i was in scool and that is 20 years ago
[23:58:59] <dajos7> most never finish a master
[23:59:09] <dajos7> the rate here is 10% finish as master
[23:59:26] <dajos7> most get filtered by math
[23:59:27] <kalle_h> we just need to found The gateway drug and ban it
[23:59:35] <Tomski> How to use microsoft word was the most intense it ever got in compulsory education
[23:59:42] <dajos7> make math harder ^^
[23:59:55] *** ruben01 has joined #libgdx
[23:59:55] *** ChanServ sets mode: +o ruben01
top

   October 10, 2014  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | >