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   October 12, 2014  
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[00:23:23] <nick-coden> what is "libgame.so" file?
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[00:27:37] <mobidevelop> Beats me, where did you see it?
[00:28:47] <IvelDesigns> Does anyone have any suggested write ups about scaling an app using scene2d? Desktop looks wonderful. HTC M8 is tiny
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[01:15:04] <Xoppa> hope this helps https://github.com/libgdx/libgdx/wiki/ModelBatch
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[01:27:28] <sKooza> hey gusy
[01:27:30] <sKooza> guys*
[01:27:40] <sKooza> i just started a new project and wanted to test the iphone sim
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[01:28:07] <sKooza> i get these warnings that com.badlogic.gdx.jnigen.Build... is a phantom class!
[01:28:13] <sKooza> and the iphone sim never pops up
[01:28:19] <sKooza> is this something you are aware of a fix?
[01:28:31] <sKooza> or could this be isolated to my machine
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[01:49:04] <sKooza> anyone?
[01:49:12] <sKooza> i cant get ios sim to launch
[01:49:13] <sKooza> ...
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[01:55:04] <TheChubu> no idea
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[02:09:59] <wreed> opengl straight up makes me miss libgdx
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[02:16:14] <TheChubu> i don't see the relation
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[02:36:52] <wreed> between opengl and libgdx TheChubu ?
[02:37:18] <TheChubu> what i mean is i don't know why one would make you miss the other.
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[03:43:33] <nick-streamn> http://maintest01.cloudapp.net/team/deployments/ <== prebeta game link . If anyone gets board
[03:43:43] <nick-streamn> *bored
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[05:01:25] <IvelDesigns> anyone care to blurt out common performance mistakes newbs make with 2d games? Mine seems to be running well on desktop, but pretty laggy on android
[05:02:37] <TheUnkn0wn0ne> IvelDesigns: Excessive object allocation. Dalvik/Art's garbage collector will literally murder your frames per second
[05:04:34] <IvelDesigns> i'm not quite following. i feel comfortable that I'm only newing up objects when needed. is there a reasonably easy way to see how hard the gc is working?
[05:06:41] <TheChubu> visualvm
[05:06:44] <IvelDesigns> i also don't mind sharing my ultra alpha apk if you want to run it
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[05:09:43] <TheChubu> oh, and keep around resources you use
[05:10:07] <TheChubu> ie, don't load the same thing over and over.
[05:10:39] <TheChubu> going to disk is expensive.
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[05:10:51] <TheUnkn0wn0ne> IvelDesigns: If your log on Android has lots of of things referencing 'GC' than you can take a look.
[05:10:54] <IvelDesigns> how about an actor count threshold?
[05:11:19] <TheUnkn0wn0ne> Someone did an excellent wiki post on memory managment. https://github.com/libgdx/libgdx/wiki/Memory-management
[05:11:59] <TheChubu> yeah, you can do all sort of "LOD" stuff. limit actor count, limit detail, limit different kinds of things (ie, drawing the same thing 100 times is faster than drawing 100 different things)
[05:12:19] <TheChubu> limit stuff that happens outside the player's field of view
[05:12:28] <TheChubu> cull things that arent seen
[05:13:33] <IvelDesigns> makes sense
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[05:15:43] <TheChubu> have in mind that allocating objects is often quite fast (unless you have objects that do tons of initialization or loads stuff from disk). its just the GC that takes time.
[05:15:56] <IvelDesigns> currently I load a 30x40 grid of Actors that each load the same texture like so: cell = new GridCell(x, y, _cellHeight, _cellWidth, this, new Grass());
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[05:16:09] <IvelDesigns> and Grass has this in it's constructor: _texture = new Texture(Gdx.files.internal("tiles/grass.png"));
[05:16:18] <IvelDesigns> does that make you cringe? :)
[05:16:45] <TheUnkn0wn0ne> TheChubu: Yeah Java has a really good with object allocation speeds because the memory block is already allocated unlike in C. The GC is what murders our beloved framerate in a lot of cases.
[05:16:59] <TheChubu> for example, pooling a bunch of very used objects prolly won't make your FPS rise, but it will probably reduce stutter.
[05:17:01] <TheChubu> TheUnkn0wn0ne: exactly
[05:17:43] <TheUnkn0wn0ne> I have used object pooling for short-term but rapdily created objects (such as Packet objects in a multiplayer game). It tends to help reduce the stutter.
[05:17:53] <TheUnkn0wn0ne> But pooling doesn
[05:18:05] <TheUnkn0wn0ne> 't do much when you're not creating a lot of short term objects
[05:18:50] <TheUnkn0wn0ne> Oh wow it's late here. Good night everyone.
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[05:19:28] <TheChubu> IvelDesigns: more or less yes.
[05:19:34] <TheChubu> unless i'm missing something
[05:19:46] <TheChubu> you're loading the same texture for each grass tile
[05:19:51] <IvelDesigns> correct
[05:19:57] <TheChubu> bad idea
[05:20:11] <TheChubu> iirc, libGDX has some sort of resource management. can't recall
[05:20:23] <TheChubu> the idea is that you load the texture the first time you ask for it, then cache it.
[05:20:29] <IvelDesigns> i suppose i could new up the texture once and pass it around
[05:20:40] <TheChubu> after that, everyone else who asks for the same texture, gets the cached instance.
[05:20:55] <TheChubu> this has some implications
[05:20:56] <IvelDesigns> i'll do some research to see what i can find for a resource maanger
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[05:21:21] <TheChubu> if you run all your resources through a manager, you might end up holding onto stuff that isn't used often.
[05:21:28] <IvelDesigns> with that said, i could also load all of my textures into a spritesheet and load it once
[05:21:29] <TheChubu> maybe something gets loaded once and never used again.
[05:21:37] <TheChubu> so, be aware of all that stuff.
[05:22:14] <IvelDesigns> sure, but keep in mind my sprites are 32x32 pngs, and when we're done, we'll have maybe 100
[05:22:43] <IvelDesigns> it seems loading a single file once, and referencing the xyhw would be resource friendly
[05:22:57] <TheChubu> sure, if you can afford to load up everything in one go. no problem.
[05:23:53] <IvelDesigns> i think for the balance of the night i'm going to work on figuring out a way to manage path tiles. orientation, corners and what not
[05:23:53] <TheChubu> texture atlases are specially nice because they inherently avoid redundant texture binds.
[05:30:10] <dreamcrusher> IvelDesigns: you don't really have a 30x40 grid of objects all loading the same texture, right?
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[05:33:22] <IvelDesigns> i do....
[05:33:31] <dreamcrusher> Yikes
[05:34:12] <IvelDesigns> looking at the console in intelliJ, i see the GC getting called a bit on loading of the app, but not at all while interacting with the app
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[05:49:40] <IvelDesigns> wow... only loading the texture once made a huge difference
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[05:58:44] <Nesskick> Hi, i almost finished my libgdx game
[05:58:49] <Nesskick> if someon want to test it
[05:58:58] <Nesskick> https://play.google.com/store/apps/details?id=com.bl.game
[05:59:09] <Nesskick> thanks :)
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[06:22:45] <dauntless26> One little weresquirrel and your whole fortress dies.
[06:23:01] <dauntless26> Grr
[06:26:13] <LiquidNitrogen> playing rimworld?
[06:27:10] <dauntless26> Dwarf fortress
[06:31:01] <IvelDesigns> i'm afraid to play DF for fear it'll be a huge time suck
[06:31:16] <LiquidNitrogen> dont worry about that
[06:31:25] <LiquidNitrogen> life is pointless anyway
[06:33:22] <IvelDesigns> have any of you worked through managing of the rotation / texture swap of path tiles? or seen oss code I could glance at?
[06:33:25] <IvelDesigns> ie: https://www.dropbox.com/s/f1lxbc792w05go1/Screenshot%202014-10-11%2023.29.20.png?dl=0
[06:34:32] <LiquidNitrogen> i find it easier t ohave a specific tile for each variant
[06:34:41] <LiquidNitrogen> theres only 16 basic variants
[06:35:19] <IvelDesigns> i was thinking the same, but figured it would be a newb move to do so, so i put together a single straight and a single corner
[06:35:24] <IvelDesigns> trying to be slick ;)
[06:35:33] <LiquidNitrogen> https://www.dropbox.com/s/gusfeay6hjw0wwl/bitwalls.png?dl=0
[06:36:04] <dauntless26> Df is so difficult yet surprisingly addicting.
[06:36:35] <dauntless26> I still dont understand what the hell I'm supposed to do but I can't stop playing.
[06:37:20] <IvelDesigns> LiquidNitrogen: are your paths being constructed by players 1 at a time, or are those being used in a pre-built way? like tmx
[06:37:29] <dauntless26> First day I downloaded it I spent a good 20 hours straight playing. I can't remember any other game drawing me in like that.
[06:38:03] <LiquidNitrogen> IvelDesigns: they can be constructed dynamically at any time
[06:38:13] <dauntless26> But it's not a pleasant experience. I don't play it cause it feels good. I play because it hurts. So weird I know.
[06:38:32] <LiquidNitrogen> dauntless26: i feel like downloading it now
[06:38:41] <IvelDesigns> for me, my player is building a path one tile at a time, so i either have to give the player a gui with all options, or i have to go back and check previous tiles to see if they need rotated
[06:38:55] <dauntless26> You will hate it at first. So hard to understand.
[06:39:04] <LiquidNitrogen> IvelDesigns: its very easy to do..
[06:39:19] <LiquidNitrogen> you dont need agui with all the tile options, thats lame as.
[06:39:25] <IvelDesigns> agreed
[06:39:30] <dauntless26> But then once understand a bit you will hate it even more but you won't be able to stop.
[06:39:47] <dauntless26> You have been warned.
[06:39:48] <LiquidNitrogen> then ever you place a tile, you just update that tile, and also update the 4 next to it, and all is well.
[06:40:16] <IvelDesigns> true. that, and in my case i know the orientation of where the player is vs where they are "building"
[06:40:18] <LiquidNitrogen> dauntless26: it might actually give me some ideas for my own game.
[06:40:32] <dauntless26> Go for it.
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[06:41:02] <IvelDesigns> *working on a DF / Tiny Tower mashup
[06:41:48] <LiquidNitrogen> IvelDesigns: its a very simple calculation.. look at my tile set. the first one has no neighbours. the second has a top neighbout so it gets +=, the 3rd has a right neighbour so it gets +2, the 4th has top and right neighbour so it gets +1+2, the next one only has a bottom neighbour which gives it +4
[06:42:15] <LiquidNitrogen> er, the one with top neighbour gets +1, not += lol
[06:42:20] <IvelDesigns> heh
[06:43:18] <LiquidNitrogen> for each tile that needs to be updates, all you have to do is check its 4 neighbours to see if they are the same.
[06:44:09] <IvelDesigns> that reminds me, i forgot tiles for intersections
[06:44:31] <IvelDesigns> i see what you're saying though. i'll see what i can slap together.
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[06:45:52] <LiquidNitrogen> its called bit masking. you can use it to automate all sorts of tile transitions/joins
[06:47:45] <IvelDesigns> i'm sure my initial go at it will be highly inefficient and horrible looking, but i'd rather trudge through it the hard way first. then i'll figure out where i screwed up :)
[06:52:10] <LiquidNitrogen> i worked it out on paper when i was 16 before i even knew it was a thing
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[07:01:51] <LiquidNitrogen> IvelDesigns: here is a very basic example from my game http://pastebin.com/RaMaZC8T
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[07:10:23] <TEttinger> LiquidNitrogen, are you sure that's bit masking? sounds like just... masking
[07:10:49] <LiquidNitrogen> each direction uses a specific bit.
[07:10:59] <TEttinger> bit masking is like rounding any positive number up to the nearest odd number with number &= 1
[07:11:02] <TEttinger> err
[07:11:05] <TEttinger> |= 1
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[07:11:31] <LiquidNitrogen> either way, searching for 'bit masking tiles' finds info on the idea :D
[07:11:36] <TEttinger> cool
[07:12:05] <LiquidNitrogen> real bit masking probably needs Xor
[07:14:10] <dreamcrusher> O.o
[07:14:16] <TEttinger> KNEEL BEFORE XOR
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[07:26:04] <IvelDesigns> ok, i think i understand how that's working
[07:26:28] <IvelDesigns> so then there needs to be a specific order to the tiles in the file right?
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[07:27:35] <LiquidNitrogen> IvelDesigns: yes, they are ordered in the order of what ever their connections add up to
[07:28:13] <LiquidNitrogen> the first tile #0 has no connections. the second #1 has a top connection, etc.
[07:28:46] <IvelDesigns> is the order top, right, bottom, left?
[07:28:56] <IvelDesigns> 0, 1, 2, 3 for those?
[07:28:56] <LiquidNitrogen> yeah, thats what i have used
[07:29:08] <LiquidNitrogen> 1,2,4,8
[07:32:09] <LiquidNitrogen> use my tileset for reference if you want. its easy enough to count it out in your head too though.. ie drawing tile index 13.. thats 8 +4+1 so it would have right, bottom and top connections
[07:33:05] <IvelDesigns> ok, it's making sense now
[07:33:26] <IvelDesigns> i thought at first it was 1...15 and just the order of the tiles
[07:33:55] <IvelDesigns> working on my spritesheet now. i probably won't get to the code until morning
[07:36:28] <LiquidNitrogen> sometimes you have problems with external corners missing, large blocks of tile turning into a grid patters, and other things, but theres ways to sort that out.
[07:36:43] <dauntless26> Wow. Minecraft, infiniminer, and fortresscraft are exactly the same game.
[07:37:05] <IvelDesigns> an easy solution for my game is a 1 tile buffer
[07:37:31] <LiquidNitrogen> that basic tileset composition is pretty fine for basic paths,walls, water edges, etc
[07:38:42] <dauntless26> Wtf?
[07:40:17] <LiquidNitrogen> dauntless26: looks slightly different
[07:40:57] <dauntless26> Dude it's the same game with slightly different graphics.
[07:41:26] <LiquidNitrogen> theres plenty of examples of that in different genres
[07:41:49] <LiquidNitrogen> like every single platform game compared to every other platform game haha
[07:43:04] <dauntless26> All three games involve mining and procedural generation. Oh and crafting too.
[07:43:48] <dauntless26> Are we to accept that this is a new game genre?
[07:44:12] <Tomski> Its just cloning
[07:44:40] <dauntless26> I don't understand how this isn't illegal though.
[07:45:14] <Tomski> You cant copyright game ideas
[07:45:56] <LiquidNitrogen> only the actual code and assets?
[07:46:09] <LiquidNitrogen> and perhaps characters/brands
[07:46:21] <dauntless26> No but if people can look at two products and get confused as to which is which then that is copyright infringement
[07:46:40] <Tomski> LiquidNitrogen, if its something like Master Chief, sure
[07:46:49] <Tomski> dauntless26, nope
[07:46:57] <Tomski> If they called it Minecraft 2, then yes
[07:47:18] <dauntless26> You can't make a character that looks just like link.
[07:47:24] <Tomski> King's attempt to stop clones doing this was to trademark saga
[07:47:44] <Tomski> You can make a character that looks very similar to link
[07:47:47] <dauntless26> You can't make a world that looks just like infiniminer
[07:48:54] <dauntless26> I've spoken to lawyers on reddit amas and they've all said that if a reasonable person can look at two games or characters and think they are they same or from the same product then you're breaking some law.
[07:50:00] <Tomski> Nope
[07:50:31] <Tomski> Check Steam greenlighted games, it is full of them
[07:50:50] <dreamcrusher> All my games have link-alikes
[07:51:33] <dauntless26> See you I'm court dream. I am nintendo!
[07:52:01] <dauntless26> :P
[07:52:31] <dauntless26> Wow I totally sounded like I was drunk there.
[07:52:37] <dauntless26> My phone sucks sorry.
[07:53:03] <dreamcrusher> Lol
[07:53:24] <cackling_ladies> dont worry, it's hard to text and dodge buses at the same time.
[07:54:42] <dauntless26> That made me cackle like an old lady.
[07:55:29] <LiquidNitrogen> make sure to put more effort into dodging buses than typing
[07:56:39] <dauntless26> Liquid did you download df?
[07:56:46] <LiquidNitrogen> yeah
[07:56:55] <cackling_ladies> df?
[07:57:06] <LiquidNitrogen> has it got gfx? i only see png files of fonts
[07:57:10] <dauntless26> Dwarf fortress
[07:57:23] <cackling_ladies> they use png files for font, LiquidNitrogen.
[07:57:29] <dauntless26> Lol those ARE the graphics
[07:58:26] <dauntless26> You can download texture packs for it though.
[08:00:16] <LiquidNitrogen> yeah i saw some pix of df with some tiles once
[08:00:43] <cackling_ladies> I remember when I made a mod with a flying monkey using orange 'o' as the symbol. When killed, it drop a ruby ring which has red 'o' as the symbol.
[08:00:57] <dauntless26> I got one called lazy newb or something like it.
[08:01:44] <cackling_ladies> I cackle in glee imagining the confused look of the players as he watch dwarves carrying monkey corpses to the goods stockpiles instead of the butcher's
[08:01:50] <dauntless26> How did you mod it? I thought it was closed source?
[08:02:12] <cackling_ladies> object definition is all in text files.
[08:02:26] <dauntless26> Oh cool
[08:02:38] <LiquidNitrogen> wtf is it generating..
[08:02:46] <dauntless26> I'd love too see the generation and history algorithms
[08:03:00] <dauntless26> The world.
[08:03:12] <dauntless26> Takes a while.
[08:03:15] <cackling_ladies> if you look into it, it's not that complex.
[08:04:05] <dauntless26> Liquid go on the wiki. You're gonna need the tutorials. Trust me. Theres no in game guide.
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[08:04:42] <cackling_ladies> so why are we discussing about df anyway?
[08:04:48] <cackling_ladies> what kinda inspiration you're seeking?
[08:05:18] <dauntless26> I mentioned earlier how my fortress git destroyed by a single weresquirell
[08:05:46] <cackling_ladies> you suck. Go home.
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[08:05:50] <LiquidNitrogen> dauntless26: yeah wtf. i can move around something with arrow keys but i dono what the hell else im sposed to do
[08:06:06] <dauntless26> Lol welcome to df
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[08:07:08] <cackling_ladies> LiquidNitrogen, that's the difficulty of dwarf fortress. once you figured out how to make things, you'll realize how easy it is. It's basically minecraft with NPCs doing things for you.
[08:07:15] <dauntless26> I still don't understand half the stuff and I've been playing about ten hours every day for a week.
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[08:09:04] <LiquidNitrogen> i need a tileset, i cant play with ascii
[08:09:36] <cackling_ladies> it's old but try my mod XD http://dffd.wimbli.com/file.php?id=5346
[08:09:40] <cackling_ladies> come with tileset
[08:10:01] <cackling_ladies> if you spawn with something looking like 30 monkeys, abandon XD
[08:10:14] <dauntless2425> Lol
[08:10:53] <cackling_ladies> at least my mod doesnt have the zombified hand strangling original body to death bullshit.
[08:11:30] <LiquidNitrogen> O.O
[08:11:48] <dauntless2425> Adventure mode is even harder. You tripped over a tiny rock. Your head is split open. You pass out and three dwarfs rape you to death.
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[08:14:35] <cackling_ladies> http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide#Common_UI_Concepts here's UI control if you havent seen it yet.
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[08:15:28] <LiquidNitrogen> thanks
[08:15:48] <cackling_ladies> generally what you want to do is to dig down and set up impenetratable defense either by walling yourself in (NPCs cannot dig) or by long corridors of trap
[08:16:28] <dauntless2425> He may still be stuck on the map generation screen
[08:16:44] <LiquidNitrogen> lol i managed to get past that
[08:16:56] <dauntless2425> Lol yay
[08:17:25] <dauntless2425> The wiki has a great tutorial on the front page. Helped me get started quicker.
[08:18:23] <dauntless2425> I read df was written in brainfuck
[08:18:45] <IvelDesigns> i must be missing something. how do i get a Texture from a TextureRegion? http://pastebin.com/deQKU4qJ
[08:21:38] <dauntless2425> http://dwarffortresswiki.org/index.php/Quickstart_guide
[08:22:12] <cackling_ladies> IvelDesigns, getTexture()
[08:22:24] <IvelDesigns> you gotta put a warning on a link like that.... :)
[08:22:50] <IvelDesigns> cackling_ladies: that returns the original full texture, not the single cell
[08:23:14] <cackling_ladies> yes, because texture regions do not cut down textures
[08:23:18] <cackling_ladies> you use them directly :)
[08:23:24] <cackling_ladies> why do you need the sub-texture?
[08:24:15] <IvelDesigns> i have a spritesheet for various path tiles and want to pull out a specific one
[08:24:31] <cackling_ladies> you can draw using texture regions
[08:25:13] <cackling_ladies> actually, for better control, use sprites.
[08:25:31] <cackling_ladies> http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/Sprite.html
[08:25:59] <cackling_ladies> for example if you need to draw cell[0][0] do new Sprite(cell[0][0])
[08:26:10] <cackling_ladies> then use setX() an setY() to choose where to draw it.
[08:26:12] <cackling_ladies> and voila.
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[08:26:34] <IvelDesigns> will that work if i'm using Actors?
[08:26:43] <cackling_ladies> hmmm!
[08:26:53] <cackling_ladies> I dont know, I dont use actors orz
[08:29:23] <IvelDesigns> looks like there's an overload on draw that takes TextureRegions. i'll see about using that
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[08:36:22] <dauntless2425> Cack how do I arrest dwarfs who have gone insane or those who have been turned into monsters?
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[08:40:02] <cackling_ladies> there's no cure for insanity.
[08:40:20] <cackling_ladies> I dont know about monsters. I stopped playing after they release the super bugged undead generation
[08:41:13] <cackling_ladies> for insanity you can only punish them when they being to wreck things.
[08:42:44] <dauntless2425> Ah ok
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[08:45:29] <cackling_ladies> oh yeah specifically when animals start to fight among themselves.
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[08:56:48] <LiquidNitrogen> cackling_ladies: this already makes way more sence with some gfx :D
[08:58:43] <cackling_ladies> Quick, build some walls!
[08:59:14] <cackling_ladies> I vividly remember this time when I've just finished building perimeter walls and ditches
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[08:59:36] <cackling_ladies> something like 5 dozens frogmen riding giant eagle invaded.
[09:00:18] <LiquidNitrogen> wow
[09:00:37] <LiquidNitrogen> that does sound exciting though
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[09:00:54] <cackling_ladies> no, not really. it was a total wipe.
[09:01:51] <cackling_ladies> well, keep playing. See if you last for a year.
[09:04:41] <LiquidNitrogen> still not sure what im doing cos i didnt read the ui guide, but i can see which things are people and which arent
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[09:27:12] <HunterD> morning!
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[10:18:46] <jerome[fr]> hi o/
[10:19:07] <HunterD> hi!
[10:19:58] <HunterD> what is the difference between: sprite.draw(batch) and batch.draw(sprite) ?
[10:22:04] <nooooooone> no difference
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[10:22:34] <nooooooone> sprite.draw(batch) calls batch.draw
[10:22:41] <nooooooone> just for convenience
[10:23:16] <jerome[fr]> :x
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[10:24:15] <jerome[fr]> this also requiered my attention on the start ^^
[10:24:24] <Tomski> Well they are different HunterD nooooooone
[10:24:28] <sinistersnare> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/Sprite.java#L514
[10:24:40] <Tomski> Sprite has its own verts
[10:25:14] <sinistersnare> can you call batch.draw(sprite) ?
[10:25:21] <sinistersnare> yeah looking through, you cant
[10:25:27] <sinistersnare> only the texture + co ords
[10:25:28] <Tomski> Yes, but its because Sprite extends TextureRegion
[10:25:47] <sinistersnare> ah yes\
[10:25:54] <sinistersnare> but would it draw correctly?
[10:26:01] <sinistersnare> no because verts
[10:26:10] <Tomski> It will just draw it as a texture region
[10:26:19] <Tomski> Ignoring all Sprite's fancy data
[10:26:43] <jerome[fr]> I have find a little thing to fix in the github wiki, page of Vector2 talk about tmp() on the Temporary Vectors chapter, and this is replaced by cpy() no ?
[10:27:06] <Tomski> Got a link jerome[fr] ?
[10:27:12] <jerome[fr]> https://github.com/libgdx/libgdx/wiki/Vectors%2C-matrices%2C-quaternions
[10:27:35] <jerome[fr]> I dont know how signal this, issues is just for code no ?
[10:27:43] <sinistersnare> jerome[fr], the wikis are publicly editable :)
[10:27:56] <sinistersnare> just verify it works as intended before changing, please :)
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[10:28:45] <Tomski> It shouldn't be cpy jerome[fr]
[10:29:09] <jerome[fr]> Yes i see that but my english is not good and im a novice in libgdx, so i prefer to just signal it for no doing a error :)
[10:29:38] <sinistersnare> its alright, if its only the method change, you should be good :)
[10:29:44] <Tomski> That section can just be removed
[10:29:50] <sinistersnare> that sounds good too :)
[10:29:52] <Tomski> The temp vectors were removed
[10:30:40] <jerome[fr]> Yes, but when you do this pos.add(vel.tmp().scl(deltaTime));, what is to use ?
[10:30:59] <Tomski> Is that on the wiki?
[10:31:05] <nooooooone> I thought by "batch.draw(sprite)" he meant the sprite drawing method... since you cannot call batch.draw(sprite) just like that
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[10:31:45] <Tomski> You should use some temporary vector jerome[fr]
[10:31:52] <jerome[fr]> Tomski, nop, its a tuto when i have start using libgdx : http://obviam.net/index.php/getting-started-in-android-game-development-with-libgdx-create-a-working-prototype-in-a-day-tutorial-part-1/
[10:32:09] <jerome[fr]> Tomski, okey, just a create a new tmp vector for the calcule ?
[10:32:32] <jerome[fr]> for now, i have use the cpy() method
[10:32:43] <nooooooone> I don't understand why so many people stick to tutorials
[10:32:45] <Tomski> Usually better to create one instance and use that for temporary work
[10:32:52] <Tomski> Rather than create new objects all the time
[10:32:54] <sinistersnare> nooooooone, its really nice to be guided sometimes
[10:33:02] <sinistersnare> and sometimes the wiki is a little barren...
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[10:34:10] <nooooooone> the tutorials are most of the time outdated, and they mostly teach a very small viewpoint of a certain individual, very often they aren't even very good, and without doing it yourself, but just retyping what someone else did, you don't learn anyting
[10:34:33] <sinistersnare> i completely agree
[10:34:44] <sinistersnare> which is why the wiki should be a better source of information!
[10:34:55] <vestu> well, tutorials can be powerful imo
[10:34:57] <nooooooone> and I think in general, it is
[10:35:07] <vestu> but shouldn't be the only source of learning
[10:35:15] <jerome[fr]> nooooooone, when its the first time you code a game with perso, animation and physics, its can help a lot. mostly when you have not coder of formation :)
[10:35:16] <sinistersnare> vestu, the main problem is the outdated part
[10:35:36] <vestu> sometimes it's just good to see step by step how someone implements stuff and talks through it
[10:35:41] <vestu> sinistersnare, yeah it is a problem
[10:35:43] <jerome[fr]> vestu, yes i use both github wiki, tutorial, doc Api
[10:35:50] <vestu> me too
[10:36:20] <jerome[fr]> so for the pb on the wiki page, i can delete the Temporary Vectors section ?
[10:36:21] <sinistersnare> i got by just fine with the libgdx api after the intro tutorial, and then reading the wiki (except for scene2d...) but others have other problems
[10:36:31] <sinistersnare> jerome[fr], it seems so
[10:36:32] <vestu> however I try to find the most recent tutorials. the ideal scenario is where some tutorial series is still in progress and the author is very active with it :P
[10:36:41] <vestu> as was the case with one box2d tutorial series
[10:37:11] <vestu> answering every question and uploading a new part daily
[10:37:28] <vestu> but now it must be partly outdated already
[10:37:48] <sinistersnare> by dermetfan?
[10:38:02] <sinistersnare> you can find him here sometimes, if you have questions about his stuff
[10:38:02] <vestu> no
[10:38:13] <vestu> I've watched his videos too
[10:38:22] <sinistersnare> ah, ok. dont follow many tut series
[10:38:43] <vestu> this was ForeignGuyMike in youtube
[10:39:00] <vestu> super skilled programmer https://www.youtube.com/user/ForeignGuyMike
[10:39:24] <sinistersnare> never heard of him :p
[10:39:30] <sinistersnare> doesnt go on IRC enough
[10:39:39] <vestu> yeah. never seen him here :p
[10:43:38] <sinistersnare> people mess with the ToC too much and dont get it right D:
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[10:45:27] <cackling_ladies> LiquidNitrogen, how does it go?
[10:45:52] <sinistersnare> someone tell Xoppa to learn to edit the wiki :/
[10:45:55] <LiquidNitrogen> cackling_ladies: i had to start again cod i realised i was in arctic wasteland
[10:46:01] <sinistersnare> using relative links to link to a wiki page.... my god
[10:46:14] <LiquidNitrogen> but i know enough about whats going on now :D
[10:46:19] <cackling_ladies> what's so bad about artic wasteland? :D
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[10:46:42] <sinistersnare> oohhhhh hahahaha i see it, he used ':' instead of '|' lololol
[10:47:08] <sinistersnare> hey, dreamcrusher, been crushing any dreams?
[10:47:36] <sinistersnare> i told all the developers of my game dev club to read the "simple app" from the wiki. damned highschoolers probably didnt do a single thing.
[10:48:29] <cackling_ladies> sinistersnare, I didnt read it
[10:48:53] <sinistersnare> cackling_grandma, well, they dont know how to code very much
[10:49:02] <sinistersnare> and youre here enough that i assume you know what youre doing
[10:49:10] <sinistersnare> and even if you dont, you know a lot more than these kids
[10:49:24] <cackling_ladies> why'd I be here if I know what I'm doing lol?
[10:49:42] <cackling_ladies> well, and I dont have those fancy @ and + attached to my name either
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[10:50:13] <sinistersnare> cackling_grandma, you havent been here that long! i only got a + because i pestered people enough!
[10:50:52] <cackling_ladies> you get a + for being around so long? seriously?
[10:51:47] <cackling_ladies> shouldnt there be a written test, a coding test, a personality and an interview with "what's the weight of the empire state building?" questions?
[10:52:18] <Tomski> Its based on how many good wiki articles you write/edit
[10:52:19] <sinistersnare> nah, i was like 'come onnnnnnnnn' and then bach did it without knowing how much nex was against it!!!
[10:52:28] <sinistersnare> Tomski, then can i get a @ then ;)
[10:52:34] <Tomski> The cap is +
[10:52:50] <sinistersnare> damnit
[10:53:03] <sinistersnare> @ is for actual contributors of super calibur and pesterance :)
[10:53:59] <cackling_ladies> Tomski do bad wiki articles get partial points? :)
[10:54:05] <Tomski> negative
[10:54:13] <sinistersnare> partial negative points :D
[10:55:03] <sinistersnare> so not that bad! we can always fix em up
[10:55:08] <cackling_ladies> but bad articles are the foundation of the eventual good articles done by people annoyed by the badness :D
[10:55:09] <sinistersnare> xoppa always messes up the formatting :)
[10:55:15] <Tomski> Markdown sucks!
[10:55:18] <cackling_ladies> we sow the seeds of the future
[10:55:43] <sinistersnare> Tomski, herasey!
[10:56:05] <sinistersnare> heresy*
[10:56:13] <sinistersnare> blasphemer!
[10:56:16] <Tomski> sinistersnare, needs more stuff
[10:56:25] <sinistersnare> Tomski, like what?
[10:57:01] <Tomski> Wells
[10:57:07] <sinistersnare> to put people in?
[10:57:13] <sinistersnare> nex would like that...
[10:57:20] <cackling_ladies> which remind me, are there means to query memory usage of sound objects?
[10:57:35] <Tomski> sinistersnare, Id like it if the editor wasnt garbage
[10:57:36] <sinistersnare> that sounds interesting and platform dependent.
[10:57:56] <sinistersnare> Tomski, then dont use githubs editor :p github wikis are pretty shitty sometimes. but ive gotten quite used to it
[10:57:59] <Tomski> Something like LaTeX <3
[10:58:08] <sinistersnare> having to transger the old wiki to new got me quite acquainted.
[10:58:20] <sinistersnare> Tomski, that would be terrible and slow :) but i do love latex for my resume
[10:58:30] <Tomski> It's not slow!
[10:58:48] <sinistersnare> slower than markdown
[10:58:49] <Tomski> Although if you don't know it, gl
[10:59:16] <sinistersnare> i mean, the parsing and compiling to proper html sounds very not fun
[10:59:20] <Tomski> I almost found a decent MD editor, but it choked all the time
[10:59:39] <sinistersnare> i found one long ago, but forgot where it was
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[11:01:16] <sinistersnare> hissing_girl, you have some names...
[11:01:30] <hissing_girl> cackling_ladies here.
[11:01:37] <sinistersnare> yup
[11:01:41] <sinistersnare> i felt so
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[11:03:42] <Tomski> sinistersnare, you should write an article on how to write articles on the wiki
[11:04:33] <sinistersnare> tomski i wrote the style guide!!
[11:04:39] <Tomski> what style guide
[11:04:48] <Oebele> that's meta, Tomski :P
[11:04:55] <sinistersnare> see! nobody knows its there!!! its at the damned top of the table of contents!
[11:05:06] <Tomski> Oh
[11:05:07] <Tomski> So it is
[11:05:09] <Tomski> hidey hidey
[11:05:12] <jerome[fr]> I see the style guide today :p
[11:05:15] <Tomski> Can you make that a different colour sinistersnare ?
[11:05:15] <sinistersnare> :( its at the top D:
[11:05:22] <sinistersnare> no, but i can make it a h1 :P
[11:05:25] <Tomski> lol
[11:05:27] <cackling_ladies> there's a style guide?
[11:05:30] <sinistersnare> damnit
[11:05:31] <Tomski> See, needs colours -.-
[11:05:35] <Tomski> Make it LaTeX plz
[11:05:49] <sinistersnare> Tomski, yes, latex is more featurefull
[11:05:52] <Oebele> why is there no link to the wiki in the channel topic?
[11:05:55] <Oebele> coukld be useful
[11:05:55] <sinistersnare> but markdown is sooo much simpler
[11:06:01] <Tomski> Toooooo much simpler
[11:06:14] <Tomski> How long has that been there for sinistersnare ?
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[11:06:42] <sinistersnare> Tomski, literally the day the wiki was publicly published.
[11:06:46] <sinistersnare> look at the history.
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[11:07:02] <sinistersnare> october 8
[11:07:04] <sinistersnare> so i lied
[11:07:05] <Tomski> This is why MD is bad
[11:07:13] <sinistersnare> about 30 days after the wiki was published
[11:07:19] <sinistersnare> it was published right on my birthday :)
[11:07:26] <Tomski> Everything just blends into one
[11:07:37] <Oebele> wow, yes that style guide is very easy to overlook indeed
[11:07:44] <sinistersnare> its bigger now!!!!
[11:07:59] <Tomski> same size
[11:08:02] <sinistersnare> nope
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[11:08:10] <sinistersnare> now its a h2 instead of a <p>
[11:08:10] <Tomski> lol
[11:08:13] <cackling_ladies> I still dont see it
[11:08:15] <Tomski> It looks the same
[11:08:17] <sinistersnare> god damnit wat
[11:08:19] <cackling_ladies> make it break the form
[11:08:23] <Oebele> for me it is quite big
[11:08:40] <sinistersnare> HOW IS IT NOW
[11:08:43] <sinistersnare> HOW IS IT
[11:08:48] <sinistersnare> ITS 5AM AND I HAVENT SLEPT
[11:08:52] <Oebele> huge, sinistersnare, huge
[11:08:55] <Tomski> Now its gone
[11:08:57] <sinistersnare> DAMNIT
[11:09:00] <sinistersnare> I CANT GO LARGER
[11:09:09] <Oebele> sinistersnare: the problem is, I start reading at the top of the list, but the style guide is above the list
[11:09:12] <sinistersnare> ILL JUST REPLACE THE LINK TO EVERYTHING TO STYLE GUIDE
[11:09:28] <Tomski> Use perl
[11:09:30] <sinistersnare> Oebele, it doesnt really belong in the list
[11:09:33] <Oebele> sinistersnare: could you try making it the first list entry, above Developers guide
[11:09:35] <sinistersnare> Tomski, THEN WE WOULD HAVE 2 PROBLEMS
[11:09:40] <Tomski> Thats regex
[11:09:51] <sinistersnare> Tomski, THEN THAT WOULD BE 3
[11:09:57] <Tomski> I think it's Logn
[11:10:00] <sinistersnare> idk i think its good where it is
[11:10:05] <cackling_ladies> make it a huge rainbow-colored floating text with sparkles that change color, text size and float about the page at random.
[11:10:09] <Oebele> sinistersnare: well, if it is at the same level as developers guide, it is not part of the developers guide, right? So it would be a legitimate place
[11:10:18] <Tomski> Its not your fault sinistersnare (although it mainly is)
[11:10:20] <sinistersnare> Oebele, oh that makes sense
[11:10:31] <Tomski> Its because MD sucks
[11:10:32] <sinistersnare> but i still think it would be overlooked
[11:10:35] <sinistersnare> WONT BE NOW
[11:10:43] <Oebele> I think it would be overlooked much less
[11:10:48] <Oebele> o god what did you do?
[11:10:52] <sinistersnare> Tomski, I UNDERSTAND YOUR OBJECTIONS, BUT THIS IS THE BEST CHOICE NOW
[11:10:57] <Oebele> oh, ok, nothing
[11:11:00] <sinistersnare> Oebele, i made it more seeable :)
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[11:11:14] <Oebele> sinistersnare: still looks the same as a few minutes ago
[11:11:15] <Tomski> The problem with the wiki, is too much good content
[11:11:17] <Oebele> (h1)
[11:11:22] <sinistersnare> H1 IS LIFE
[11:11:26] <sinistersnare> ILL MAKE EVERYTHING H1
[11:11:29] <sinistersnare> Tomski, too much?
[11:11:31] <sinistersnare> ok then :p
[11:11:42] <sinistersnare> when im bored i usually spend an hour adding missing hyperlinks
[11:11:49] <Oebele> cool ^^
[11:11:54] <sinistersnare> becuase aint nobody gonna spend time adding links unless your sinistersnare
[11:12:00] <Oebele> one problem with the wiki is that the list is sooooooooooooooooooooooooooooooooooo huge
[11:12:04] <Oebele> ToC*
[11:12:05] <Tomski> its too big
[11:12:17] <Tomski> me eyes cant handle
[11:12:20] <cackling_ladies> yeah there should be a >> button to hide the toc
[11:12:29] <sinistersnare> Oebele, yes, im not much of a designer. when i played minecraft my job on the server was to make the hugeass fucking holes and make giant chest rooms
[11:12:31] <sinistersnare> im not a designer :)
[11:12:39] <Tomski> It should be tree'd better
[11:12:40] <sinistersnare> cackling_grandma, email github to make the wiki bettter :)
[11:12:43] <Tomski> Collapsable would be great
[11:12:50] <sinistersnare> we should all email github
[11:12:54] <Tomski> collapsible
[11:12:55] <sinistersnare> i have that in the style guide :)
[11:12:55] <Oebele> couldn't we hide some of the indented stuff such that it is only visible on the relevant pages
[11:13:07] <Oebele> collapsible would also work
[11:13:17] <Oebele> does github wiki support that?
[11:13:21] <sinistersnare> if xoppa would have read the style guide, he wouldnt have messed up the links :)
[11:13:22] <Tomski> doubt it
[11:13:28] <sinistersnare> Oebele, nope
[11:13:35] <Oebele> thought so already
[11:13:39] <Tomski> Then we could actually group this shit
[11:13:47] <Oebele> also, hi I am Oebele :)
[11:13:52] <sinistersnare> i Oebele
[11:13:55] <sinistersnare> hi*
[11:14:08] <Oebele> indeed, because I Oebele, not you Oebele
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[11:14:58] <cackling_ladies> for some reason, you make me thing of amoeba, Oebele :)
[11:15:16] <sinistersnare> Oebele, of course
[11:15:28] <Oebele> lol
[11:15:32] <Tomski> sinistersnare, plz emale githoob wit collapsible lists
[11:15:37] <Oebele> somehow that amuses me cackling_ladies
[11:15:43] <sinistersnare> Tomski, i literally emailed them a list of greivances a year ago
[11:15:49] <Tomski> Get any response?
[11:15:51] <sinistersnare> and they were like 'yeah this shits like abandonware'
[11:15:59] <Tomski> loool
[11:16:02] <sinistersnare> 'we will get to it if tis a priority'
[11:16:04] <sinistersnare> whereas
[11:16:16] <Tomski> They gave it some loving a few times this year
[11:16:23] <Tomski> Cant you just get a job at github or something?
[11:16:26] <sinistersnare> i talked to the people making the wiki (look up gollum/gollum on github) and they called it abandonware :)
[11:16:36] <sinistersnare> gollum is what github wiki was originally
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[11:16:40] <sinistersnare> Tomski, WHAT AN IDEA
[11:16:45] <sinistersnare> BUT I HATE RUBY :(
[11:16:52] <Tomski> Shes a fine lady
[11:16:57] <sinistersnare> i go to python meetups in DC, if i get a ruby job...
[11:17:01] <sinistersnare> also people want me to go to college
[11:17:07] <Tomski> ew python
[11:17:18] <sinistersnare> :( maybe if i get a job... but then my GF wouldnt be able to come with... HEY SHE WANTS TO MOVE TO CALI!
[11:17:24] <sinistersnare> lemme ask about a job
[11:17:30] <sinistersnare> oh fuck i dont know any ruby
[11:17:34] <Tomski> How many people want you to go to college?
[11:17:38] <cackling_ladies> what do you do all days if not editing the wiki?
[11:17:49] <sinistersnare> Tomski, most everyone. says even though i know all this shit people wont hire me :(
[11:17:51] <Tomski> we need inside man at github
[11:18:00] <sinistersnare> Tomski, what an idea i will email them
[11:18:16] <cackling_ladies> that's retarded man, who the f care about degree nowsaday.
[11:18:28] <sinistersnare> cackling_grandma, i wanna just audit all the fun hard classes
[11:18:32] <sinistersnare> im reading a book about compilers right now
[11:18:36] <sinistersnare> and OS dev sounds really fun
[11:18:37] <Oebele> how much fun would it be if your application was succesful ^^
[11:18:43] <sinistersnare> i dont give a fuck about degrees man
[11:18:46] <sinistersnare> nex didnt get one
[11:18:47] <Tomski> Time to look up ruby one liners
[11:18:55] <cackling_ladies> my boss design urban infrastructre and last I checked he got a degree in agriculture.
[11:18:57] <sinistersnare> hes succesfull and has kids and has time to hate everyone
[11:19:09] <Tomski> He is everyone's idol
[11:19:20] <sinistersnare> <3 dreamcrusher <3
[11:19:27] <sinistersnare> i just know thats nex lol
[11:19:32] <sinistersnare> i think he made his name that once...
[11:19:35] <sinistersnare> and now too i guess
[11:19:58] <Tomski> sinistersnare, I've an idea for a project
[11:19:59] <Oebele> am I the only one who hate all non-C-like languages?
[11:20:04] <Oebele> including french
[11:20:11] <cackling_ladies> and english?
[11:20:14] <cackling_ladies> but not chinese?
[11:20:15] <Tomski> English is the worst
[11:20:17] <sinistersnare> Tomski, SCENE2D EDITOR?
[11:20:20] <sinistersnare> LETS DO IT
[11:20:32] <sinistersnare> Oebele, you get used to them :)
[11:20:37] <sinistersnare> C has tons of warts!
[11:20:39] <Oebele> chinese starts with a c, so it is c-like?
[11:20:55] <Oebele> I know, but the syntax is so nice
[11:21:08] <Oebele> so readable and clear
[11:21:31] <Tomski> C + perl
[11:21:34] <Tomski> What more do you need
[11:21:43] <sinistersnare> Oebele, its all subjective. haskell has a nice purity once you understand
[11:22:30] <Oebele> "C + perl, what more do you need" coming from one of the most active people in a channel of a JAVA library ^^
[11:22:37] <Tomski> Im not a hater
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[11:22:56] <sinistersnare> Oebele, hes been doing that for years!
[11:22:56] <TEttinger> lisp has the advantage that code is data and data can be code
[11:22:57] <sinistersnare> well
[11:23:02] <sinistersnare> year + months
[11:23:10] <TEttinger> manipulating the AST for C is not easy
[11:23:12] <Tomski> I like everything that doesnt do annoying shit with brackets
[11:23:12] <sinistersnare> oh yeah lisp, so clean
[11:23:16] <Tomski> class banana
[11:23:17] <Tomski> {
[11:23:17] <Tomski> }
[11:23:19] <Tomski> NO
[11:23:41] <Oebele> I hate everything that does not do stuff with brackets
[11:23:56] <Tomski> Also, bracket overload
[11:24:03] <cackling_ladies> I hate brackets too. It should just count the tabs and figure out what I mean
[11:24:12] <Tomski> Brackets is a cool program
[11:25:09] <Tomski> Im pretty sure Clojure is entirely brackets
[11:25:37] <TEttinger> yes
[11:26:39] <TEttinger> (print (get {:a "foo" :b "bar"} :nonexistent "default"))
[11:26:43] <cackling_ladies> would that make it a binary language?
[11:27:29] <cackling_ladies> they use ( where java use { and use { where java use (?
[11:32:10] <sinistersnare> ok everyone, i leave you all with advice. READ THE STYLE GUIDE! good night to people who are as crazy as me and awake in NA, and morning to the euros and everyone else probably
[11:32:47] <Oebele> good night sinistersnare
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[11:58:20] <Oebele> hey guys, I want to make the number keys do something depending on the number, is there a smarter way to do this than "switch (keycode) {case Input.Keys.NUM_1: doSomething(1);break; case Input.Keys.NUM_2: doSomething(2);break;}" etc?
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[12:04:42] <TEttinger> Oebele: convert NUM_1 to the number 1 and pass that to one function, don't duplicate the doSomething call
[12:06:20] <Oebele> TEttinger: you mean, depending on the actual value of NUM_1? because that sounds like bad practice to me
[12:06:27] <Oebele> as it depends on implementation
[12:14:26] <TEttinger> well then make a function that converts keycodes to the values you expect from them
[12:14:33] <TEttinger> that could be a switch
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[13:17:51] <abs25> libgdx shapeRenderer is the only way I can draw shapes?
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[13:22:18] <Heimlink> Hey guys, how to I include gdx-ai in my project, since it was removed in v1.4.1?
[13:22:45] <Heimlink> Can I still add it to my gradle build? Is it located somewhere?
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[13:26:38] <Tomski> Heimlink, its on its own versioning now
[13:26:41] <Tomski> So you just need to change that
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[13:27:26] <Tomski> Latest release was 1.3.1, if you want the latest snapshot, use 1.3.2-SNAPSHOT
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[13:28:25] <Heimlink> Oh right, so the version numbers will be out of sync with libgdx now?
[13:28:52] <Heimlink> Thanks for that... I thought it may have been relocated.
[13:29:31] <Tomski> Yep, thats it
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[13:29:55] <Heimlink> Thanks for your help @Tomski
[13:29:59] <Tomski> np
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[14:29:15] <Oebele> I have just updated to 1.4.1 according to https://github.com/libgdx/libgdx/wiki/Updating-LibGDX but it seems I am still on 1.2.0 (the only jar found by doing a search for gdx in home)
[14:29:52] <Oebele> any way to a) check libGDX version when running my game and b) to fix this issue
[14:31:16] <jerome[fr]> Have you checking build.gradle gdxVersion = "1.4.1" ?
[14:32:36] <Oebele> jerome[fr]: that's precisely what the wiki page tells me you need to do to update, so yes
[14:33:15] <nooooooone> try gradlew --refresh-dependencies and see if that works
[14:33:26] <nooooooone> I had all kinds of problems there when updating to 1.4.1
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[14:33:32] <jerome[fr]> Im just downloading the lastest sdk build for trying 1.4.1, i will test in 5 min
[14:33:56] <nooooooone> downloading the sdk is not the way to go anymore these days
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[14:34:51] <jerome[fr]> I update the SDK build-tools to v20 because its the version for the libgdx 1.4.1 if i have good understand
[14:35:20] <nooooooone> are you talking about the ADK?
[14:35:44] <jerome[fr]> nop
[14:36:00] <nooooooone> ADK= android development kit?
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[14:36:44] <jerome[fr]> im talking about that on the news "Update your Android SDK build tools to the latest (20) and for good measure also get the latest Android version (20) via your Android SDK manager"
[14:37:24] <nooooooone> okay, I thought you were talking about downloading the latest libgdx sdk
[14:37:32] <cackling_ladies> nooooooone, did you level up in zeroes again?
[14:37:52] <jerome[fr]> nop, i dont have this level XD.
[14:38:15] <nooooooone> yeah, either I'm noone, or if this doesn't work, then FUCK IT I'M noooooooone
[14:38:34] <cackling_ladies> your name look more and more like a cancer patient.
[14:39:23] <nooooooone> in this case we are lucky that those o cancer cells in my name die quickly and only one of them keeps reproducing at a time
[14:39:33] <nooooooone> otherwise my name would probably flood and kill freenet
[14:40:08] <nooooooone> I wonder what the maximum nick length is
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[14:40:26] <nooooooooooooooo> I was pretty close
[14:40:32] <cackling_ladies> I'm your father.
[14:40:38] <nooooooooooooooo> lol
[14:40:46] * nooooooooooooooo .
[14:41:27] <Oebele> ah, now 1.4.1 is downloaded for sure - might have been there before, because it seems I looked at the wrong files, whoops
[14:41:33] <Oebele> anyway - works!
[14:43:53] <jerome[fr]> :)
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[14:56:28] <billzo> Hey everyone. I'm looking to get some help with Dermetfan's libgdx-utils-box2d, anyone familiar?
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[15:09:52] <Oebele> billzo: just ask your question - people are more likely to respond to that
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[15:11:35] <billzo> haha okay, so, I'm having trouble with the libgdx-utils-box2d Box2DSprites. Does the shape of the body directly relate to how a Box2DSprite is sized?
[15:12:07] <billzo> Like some of my bodies are weirdly shaped, so will that necessarily make the sprites weirdly shaped as well? Because they're being crushed and stretched when I don't want that.
[15:19:35] <dreamcrusher> I've never touched the stuff, sorry.
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[15:33:37] <Oebele> hmm, so, a game design question - in my (turn based strategy) game, units can use special abilities that can change basically any game rule. For example, increase strenght while defending or getting a first strike in combat. How to handle such exceptions? I have some half ideas, but this problem must have been tackled thousands of times before, does anyone have some good sources/ideas?
[15:35:08] <billzo> dreamcrusher: it's cool, thanks anyway haha
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[15:50:16] <cackling_ladies> Oebele, typically you'd need to make specific rule handlers that have access to all of your in-game object data.
[15:50:52] <Oebele> cackling_ladies: do you have some links or terms I can google?
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[15:51:34] <cackling_ladies> unfortunately not.
[15:51:45] <Oebele> hmm okay
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[15:52:15] <cackling_ladies> it's grand sounding but it's basically implementing or extending some broad interface/class
[15:52:57] <Ashiren> sounds like the problem that magic the gathering or duel of champions creators enocountered
[15:54:45] <cackling_ladies> in my case I have these "stripe" classes that handle everything related to a certain actions such as resolving, rendering, communicating with other clients and so on.
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[15:55:35] <cackling_ladies> to initializing I use Class.forName(className).getDeclaredMethod(...) to seek for them using only strings and ints
[15:56:10] <cackling_ladies> so I can add more special abilities as I see fit.
[15:57:59] <Oebele> so, it is kind of like event listeners?
[15:58:03] <nooooooooooooooo> Class.forName(className).getDeclaredMethod(...) oO
[15:58:23] <Ashiren> more reflections!
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[15:59:17] <cackling_ladies> Oebele no that Class. bit is for networking
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[15:59:42] <Oebele> oh, well, that line just sounds horrible :P
[15:59:45] <cackling_ladies> you can also fix them into int and use big ass switches
[16:00:18] <Oebele> sounds horribly inflexible
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[16:00:49] <cackling_ladies> but faster tho.
[16:01:04] <cackling_ladies> if it's real time I might have been forced to do it.
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[16:03:03] <cackling_ladies> Ashiren so that's called reflection. Guess I learn new buzzwords everyday.
[16:04:04] <nooooooooooooone> how are you using that for networking though?
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[16:05:16] <cackling_ladies> I pass the class name as string, followed by and int array as param
[16:05:24] <cackling_ladies> by an*
[16:05:41] <nooooooooooooone> and you send that to the server, the server parses it and executes the stuff via reflection?
[16:05:46] <cackling_ladies> yes
[16:05:52] <dreamcrusher> Sounds dreadful
[16:05:56] <nooooooooooooone> omg dude
[16:06:52] <nooooooooooooone> you should google for RPC (remote procedure calls) or webservices
[16:06:56] <cackling_ladies> tell me the dreadful details
[16:07:59] <nooooooooooooone> I suggest a RESTful webservice... (JAX-RS), it works pretty well with libgdx I assume
[16:08:19] <Oebele> also any hints for my original question from the rest of you? :P
[16:08:21] <cackling_ladies> hmm... too much trouble. NVM XD
[16:08:58] <cackling_ladies> I'm perfectly happy with simple TCP/IP packets.
[16:09:22] <nooooooooooooone> okay then
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[16:12:05] <[twisti]> omg ponies
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[16:13:51] <cackling_ladies> ponnyyyyyyyy http://www.youtube.com/watch?v=_KXf3kwjKQ0
[16:16:08] <[twisti]> wat
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[16:22:45] <lordjone> does exist a sort of MenuWidget in scene2d ?
[16:23:00] <lordjone> with sub menu items etc ?
[16:23:22] <nooooooooooooone> I don't think so
[16:23:37] <lordjone> uff, gotta code that too :(
[16:24:10] <nooooooooooooone> PR please :)
[16:24:46] <dreamcrusher> I have a menu thing
[16:25:20] <lordjone> nooooooooooooone: i could probably PR the path and bezier widgets
[16:25:46] <lordjone> or maybe PR the entire tool i’m building if i ll finish it
[16:25:51] <cackling_ladies> PR?
[16:25:53] <dreamcrusher> https://github.com/MobiDevelop/maps/tree/master/maps-editor/src/main/java/com/mobidevelop/maps/editor/ui/menu
[16:26:00] <nooooooooooooone> PR = public relations
[16:26:17] <lordjone> dreamcrusher: oh thanks nex
[16:26:23] <lordjone> let me try it
[16:26:36] <cackling_ladies> nex?
[16:26:52] <dreamcrusher> No guarantee it is any good
[16:26:57] <nooooooooooooone> nex = short for google nexus
[16:27:12] <lordjone> not exactly nooooooooooooone ehehhe
[16:27:17] <cackling_ladies> so confused
[16:27:19] <[twisti]> cackling_grandma / nooooooooooooone: PR = pull request, meaning contributing to a project like libgdx
[16:27:28] <aspic> http://33.media.tumblr.com/365047a6f36d8e6949bb9444fe9ed50d/tumblr_ncoeg3g2ea1qc2eluo3_500.jpg
[16:27:39] <lordjone> [twisti]: nooooooooooooone was trolling
[16:27:57] <[twisti]> im sure he would like us all to believe that
[16:28:00] <lordjone> aspic: i wrote down the last line with that face
[16:28:13] <aspic> :D
[16:28:16] <lordjone> :D
[16:28:33] <nooooooooooooone> :D
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[16:28:52] <cackling_ladies> I'd like to PR too but my solutions tend to be dreadful :D
[16:30:22] <nooooooooooooone> dreamcrusher: is that map-editor a real thing?
[16:30:28] <aspic> Hopefully the reviwer points out the things that should be fixed, you fix that, learn something and the PR gets approved!
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[16:31:00] <[twisti]> and then everyone holds hands and theres sunshine and rainbows!
[16:31:33] <lordjone> yes and bugs
[16:31:41] <dreamcrusher> nooooooooooooone: a real thing?
[16:31:44] <nooooooooooooone> lordjone: we call them unicorns, not bugs
[16:31:48] <lordjone> bugs flying on the unicorns shit
[16:31:59] <cackling_ladies> nooooooooooooone I thought we call them features?
[16:33:02] <nooooooooooooone> dreamcrusher: yeah... what is that editor doing? the README says "Super awesome maps."
[16:33:30] <dreamcrusher> Its something I work on occasionally
[16:33:54] <nooooooooooooone> so it's not a real thing yet
[16:33:54] <cackling_ladies> it says mobidevelop on the package name tho
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[16:41:39] <lordjone> dreamcrusher: i’m trying the menu widgets, but the menu doesn’t behave as i expected, how should i use it exactly ?
[16:42:15] <lordjone> dreamcrusher: i mean the item list is completely shown, it should be hidden and show up on click right ?
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[16:43:03] <dreamcrusher> Yep
[16:43:51] <[twisti]> whose dreams are you crushing, nex ?
[16:44:59] <aspic> lordjone's dream of a menu!
[16:45:16] <lordjone> dreaming yea
[16:45:27] <aspic> No, I'll go back to hunt something for dinner.
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[16:45:40] <cackling_ladies> what's troubling you regarding menus tho?
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[16:47:43] <lordjone> it’s not troubling, it’s just cannot make them work (the ones nex linked)
[16:48:13] <cackling_ladies> nex isnt even online
[16:48:55] <lordjone> dreamcrusher = nex
[16:49:03] <cackling_ladies> oh
[16:51:27] <lordjone> k solved
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[16:58:03] <dreamcrusher> lordjone: I am sure there are some bugs in that menu stuff
[16:58:09] <lordjone> it’s working
[16:58:33] <lordjone> also if it’s crashing on click with submenu items
[17:01:30] <dreamcrusher> It's been a while since I used that
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[17:04:42] <lordjone> mmm i tried adding a clicklistener on a menuitem but it’s not called
[17:06:28] <cackling_ladies> destroy everything, recode from scratches
[17:07:26] <lordjone> mmm i’m thinking i will start from scratch but looking at SelectBox widget
[17:07:49] <mobidevelop> It is very little code and was based on SelectBox
[17:08:09] <mobidevelop> So it shouldn't take long to do your own
[17:09:10] <lordjone> yes i think so
[17:09:27] <mobidevelop> If i wasn't on my phone I'd be able to debug and help figure out why it isn't working
[17:10:24] <cackling_ladies> you should focus more on dodging buses than texting.
[17:11:22] <mobidevelop> No buses in my living room
[17:12:13] <cackling_ladies> which raise the question
[17:12:40] <cackling_ladies> why're you toying with your cellphone from your living room?
[17:12:41] <mobidevelop> What question?
[17:12:51] <mobidevelop> Why wouldn't I?
[17:14:09] <cackling_ladies> makes no sense. You should be within the influence range of the mental gravity of your workstation.
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[17:16:38] <mobidevelop> My laptop is like 10 feet away from me. Way outside the influence range.
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[17:47:49] <lordjone> is there a way to load a bitmapfont via Skin specifying the filtering attribute of the textures ?
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[18:02:21] <lordjone> Xoppa: are you there ?
[18:02:30] <Xoppa> yes
[18:02:58] <lordjone> i have a problem with projections, for an infinite grid widget
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[18:03:39] <lordjone> i can handle it when the zoom is 1, but when it changes is not aligned with the world position projected onto the viewport
[18:03:46] <lordjone> can you check the code ?
[18:04:30] <Xoppa> sure
[18:05:08] <lordjone> and i ll show you some images so you ll see what i mean
[18:05:57] <lordjone> Xoppa: http://imgur.com/mVNaF6l
[18:07:06] <lordjone> Xoppa: here the code http://pastebin.com/N5yT0eNS
[18:08:22] <lordjone> there should be a commented part inside the draw method which is what i was testing today to make the grid being projected correctly, the thing is that i use the batch projection the lines are too big and i got artifacts too, so i need to fake it drawing the projection directly in screen space coords
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[18:09:11] <Xoppa> set the projection matrix of shape renderer to the combined matrix of the camera
[18:09:36] <lordjone> and i get artifacts that way
[18:10:34] <lordjone> lines get too big or small and sometimes when the zoom is too much i got artifacts
[18:10:34] <Xoppa> dont handle zoom yourself, the camera combined matrix contains every thing needed
[18:10:51] <Xoppa> you should never rely on GL_LINES
[18:10:53] <lordjone> yes i know but i have already tried with the combined and it’s a shit
[18:11:33] <Xoppa> it's the way to go
[18:11:55] <Xoppa> why do you want to do it yourself, if someone already did it for you?
[18:12:01] <lordjone> i’m not sure those are gl_lines because i use filled lines, sho they should be triangles
[18:12:17] <lordjone> because as i said i got artifacts
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[18:12:41] <TheUnkn0wn0ne> mobidevelop: Should getExternalStoragePath() on Android return the root of the sdcard or the app-specific directory?
[18:12:56] <lordjone> some lines are not rendered at all when zoom grows
[18:14:44] <mobidevelop> TheUnkn0wn0ne: using the new api, the app-specific directory
[18:15:06] <Xoppa> ow, i think i understand now what you mean. if you use the camera projection matrix then the line thickness is also zoomed?
[18:15:22] <Xoppa> then multiply the thickness with 1 / zoom
[18:15:36] <lordjone> yes the lines thickness is zoomed too
[18:16:29] <lordjone> k let me try but there could be other artifacts
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[18:23:45] <lordjone> Xoppa: seems k, also if at some levels of zoom the lines result a bit thougher
[18:24:12] <Xoppa> ok
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[18:25:08] <lordjone> thanks :)
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[19:00:08] <davebaol> Tomski: you there?
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[19:09:40] <Psyfire> The joys of refactoring an app developed 1-2 years ago :P Still undecided about whether I should continue, or just start the thing over from scratch :P
[19:10:14] <Psyfire> Or leave it alone and move on <-- probably the best option, but I hate leaving things half finished.
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[19:35:05] <lucrus> hello
[19:35:23] <lucrus> i find this an interesting question: http://badlogicgames.com/forum/viewtopic.php?t=14177&p=62108
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[19:36:13] <Psyfire> For my app, I made a feature where users could scale the UI, as well as zoom in and out of the 'stage' area.
[19:36:51] <Psyfire> Generally 80% of that work is done by the camera - though you may need to reposition UI elements as you 'zoom' your camera/view.
[19:36:52] <[twisti]> minecraft has that too
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[19:38:02] <lucrus> I've never tried to create a libgdx html5 project, how does it look like in a mobile device webview? does it fill the available space?
[19:39:24] <IvelDesigns> He's not here right now, but I owe LiquidNitrogen a big thanks for pointing me in the right direction to figure out pathing: https://www.dropbox.com/s/txm5omcj920ue7f/Screenshot%202014-10-12%2012.37.53.png?dl=0
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[19:46:24] <badlogicuser> Hi there, can you help me with this? http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=16741&p=71610#p71610
[19:46:39] <badlogicuser> I still trying to find a solution for that
[19:51:33] <Psyfire> IvelDesigns - tower defense game?
[19:52:05] <IvelDesigns> more of a DF / TinyTowner mashup
[19:52:37] <IvelDesigns> the bit that LN helped with was auto updating path textures based on what the player builds
[19:52:55] <Psyfire> Understood
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[20:16:02] <nooooooooooooone> yeah, a REST webservice really works super easy with libgdx :D
[20:16:13] <nooooooooooooone> JSON ftw
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[20:18:35] <nooooooooooooone> now I'm able to communicate between server and client on ALL platforms (including GWT), I can send objects back and forth and invoke methods on the server :D
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[20:22:30] <davebaol> noone: what did you use for the REST layer?
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[20:23:16] <nooooooooooooone> JAX-RS
[20:23:30] <nooooooooooooone> is there anything else? :D
[20:24:57] <jerome[fr]> 20 min for downloading gralde 2.1 with the new libgdx setup 1.4.1 XD
[20:25:25] <nooooooooooooone> I was downloading ADK updates for about 5 hours
[20:25:31] <nooooooooooooone> I hate my internet connection
[20:25:59] <jerome[fr]> Its not my internet connection, its the pb :p
[20:26:22] <nooooooooooooone> pb?... porn-bone?
[20:26:30] <jerome[fr]> problem ^^
[20:26:55] <nooooooooooooone> the problem is your problem?
[20:27:21] <davebaol> noone: cool, I'm pleasantly surprised that it works with GWTeasy, ...
[20:27:27] <davebaol> which jax-rs implementation? Jersey, REST-easy
[20:27:37] <davebaol> GWT*
[20:28:04] <dancadar> hello - i need some help, if someone has some time to spare: I'm using libgdx 1.4.1 and ambientlight (or directional light) doesn't seem to have any effect on my 3d scene - the scene is dark, regardless of having ambient light or not
[20:28:16] <nooooooooooooone> davebaol: well, it's just HTTP requests and JSON parsing... GWT is good at that :D
[20:28:31] <dancadar> till now i was using an older libgdx, with gl10 and point light and everything is ok
[20:28:38] <dancadar> everything was ok*
[20:28:44] <nooooooooooooone> davebaol: I'm using RESTeasy I believe. I think that's the implementation that jboss wildfly 8.1 uses
[20:29:29] <davebaol> noone: oh ok I though you used some client library
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[20:29:38] <dancadar> but with libgdx 1.4.1 any light i'm trying to use (ambiental, directional, point) has absolutelly no effect whatsoever
[20:29:41] <nooooooooooooone> no, I'm using pure libgdx for the client :)
[20:30:16] <jerome[fr]> nooooooooooooone, the pb its that not my connexion the cause of slow downloading :s
[20:30:30] <nooooooooooooone> BUT?
[20:30:32] <davebaol> noone: ok, that's far less surprising then :)
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[20:52:32] <Fabien> I have a problem with the Build Path from the core project, when switch between two computers. i have a problem with my LibGDX Project. Type The container 'Gradle Dependencies (persisted)' references non existing library 'C:\Users\User\.gradle\caches\modules-2\files-2.1\com.badlogicgames.box2dlights\box2dlights\1.2\8b3baf8bd6d5fdf7052d9798977133f46a9e7a05\box2dlights-1.2.jar' Heyyyd-core Build path Build Path Problem
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[21:10:39] <kalle_h> hello
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[21:22:27] <Lestat> yo
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[21:23:18] <Lestat> Fabien, select all your projects, right click, gradle -> refresh all
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[21:28:22] <Fabien> doesn't work :(
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[21:30:46] <nexsoftware> nothing works
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[21:37:53] <nick-streaming> Lestat: what your latest game?
[21:39:28] <dauntless26> Vampire diaries?
[21:39:40] <Lestat> lol my latest game is from january xd
[21:39:55] <Lestat> CrossGuns 3D, but tahts if you dont count my flappy clones ehem..
[21:40:16] <Lestat> vampire daries wtf... Its from Vampire Chronicles :p
[21:42:16] <nick-streaming> https://streamup.com/Nick <= streaming my latest game
[21:42:20] <nick-streaming> testing atleast
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[21:44:02] <Lestat> nice I'm also streaming in chatroulette, but cant give the link as im pretty sure it counts as porn
[21:45:10] <nick-streaming> never heard of chatrouette
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[21:46:52] <Lestat> this guy -> https://github.com/libgdx/libgdx/issues/2437 xd
[21:47:30] <nick-streaming> bugs
[21:47:40] <nick-streaming> i hate testing... i usually jsut find bugs
[21:47:53] <nick-streaming> i mean, what a players good for ... if they arent testers?
[21:47:55] <TheChubu> lmao
[21:48:11] <Lestat> yeah I hate cleaning my room, I also find lots of bugs
[21:48:38] <nick-streaming> atleast its dont prostitutes
[21:48:48] <nick-streaming> so its not THAT bad
[21:49:19] <Lestat> lol
[21:49:22] <nick-streaming> dont = not
[21:49:27] <nick-streaming> or worse
[21:49:30] <nick-streaming> dead ones...
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[21:49:43] <Lestat> I keep my prostitues alive
[21:49:54] <nick-streaming> loser
[21:49:58] <nick-streaming> i mean, exactly
[21:50:27] <nick-streaming> are you still fully supported by your games?
[21:50:29] <nick-streaming> no real job
[21:52:12] <Lestat> I'm supported by my parents mainly xd
[21:52:20] <Lestat> but yeah, no real job
[21:52:27] <nick-streaming> close enough
[21:52:36] <nexsoftware> I'm sure your parents love supporting you
[21:53:19] <Lestat> yeah I know they love me, "get a real job!" means "we love you so much being here"
[21:53:50] <nick-streaming> sticks and stones
[21:54:01] <nick-streaming> sunday is movie day at my house
[21:54:03] <nick-streaming> woot woot
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[21:55:11] <Lestat> everyday is movie day at my house
[21:55:30] <nick-streaming> lestat nice
[21:55:40] <nick-streaming> we all cant live the dream
[21:55:45] <nick-streaming> only the select few
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[21:57:51] <lordjone> is there a way to run the texture packer gui on osx ? i mean i tried and seems how have problem with java 8…
[21:58:10] <lordjone> any other free texture packer working with libgdx is welcome :)
[21:58:11] <nexsoftware> What gui?
[21:58:24] <lordjone> the aurlien one
[21:58:45] <dysoco> Has anyone used Kotlin with LibGDX?
[21:59:10] <Lestat> why about not using the gui
[21:59:13] <Lestat> what*
[21:59:18] <Lestat> use dem codes
[21:59:44] <lordjone> cause i find it more user friendly dear Lestat
[21:59:49] <nexsoftware> I've never understood why there needed to be a gui for TP
[22:00:03] <lordjone> but i can give it a try
[22:00:09] <lordjone> let me read the wiki
[22:00:25] <Lestat> +1
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[22:01:22] <lordjone> other question regards filtering params inside Skin loading on BitmapFont
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[22:01:43] <lordjone> but i have checked the source and there is no such parameter, should i file a pr when i have time or there is another way ?
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[22:02:35] <Lestat> Thats true, I easily fixed it, 1 sec
[22:04:16] <Lestat> http://pastebin.com/sQknBTQi
[22:04:41] <lordjone> what about texture fonts with more than 1 texture ?
[22:05:08] <nexsoftware> bitmapfont doesn't have any parameters that let you set the filter type
[22:05:25] <Lestat> set the filter for all the textures
[22:05:37] *** aspic changes topic to "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!"
[22:06:10] <Lestat> nice 1.4.1 released, I wonder whats new (I'm still using 0.9.7)
[22:06:51] <[twisti]> theres change notes in the link in the topic
[22:07:15] <nexsoftware> loop over font.getRegions() and set the filter on each texture, easy peasy
[22:07:19] <Lestat> Nice we support opengl 3.0 now. Thats whack
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[22:07:33] <[twisti]> i think we have since 1.0
[22:08:52] <Lestat> wut, no 400$ xamarin anymore? thats also whack
[22:08:53] <aspic> (no drastic changes to topic, just removed an excess word) =)
[22:10:12] <Lestat> ok omg I used th world wrong..
[22:10:16] <Lestat> word
[22:10:25] <Lestat> Rad*
[22:10:31] <lordjone> nexsoftware: already did, yes it works but it’s a waste, and it’s also a waste to allocate an array an put unique textures and then loop on each one and set the filtering
[22:11:17] <nexsoftware> So much waste
[22:11:21] <Lestat> lol
[22:11:33] <Lestat> my thoughts exactly
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[22:14:14] <nexsoftware> The good news is that loading a font from a skin doesn't support more than a single region anyway
[22:14:50] <nexsoftware> If the font is packed into the same texture atlas, that is
[22:14:53] <lordjone> single texture you mean
[22:15:03] <nexsoftware> No, single region
[22:16:17] <Lestat> skins are overrated
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[22:28:13] <kalle_h> What do you like about new vegetatio style https://www.dropbox.com/s/uj2bbw2hfpztshp/AlphaTest-Screenshot-08.png?dl=0
[22:29:12] <kalle_h> alpha tested shadows are still bugged. Ended up to go office for weekend to fix that but end up drinking vodka russians
[22:29:48] <kalle_h> another scene https://twitter.com/minigore/status/521093886257922048
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[22:30:50] <[twisti]> vegetation looks beautiful
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[22:32:36] <kalle_h> I was bit shocked when I noticed that alpha tested grass caused less aliasing than geometry based
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[22:37:22] <dauntless26> That's your game kalle_h?
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[22:39:11] <kalle_h> yu
[22:39:14] <kalle_h> p
[22:39:39] <dauntless26> Looks awesome!
[22:39:55] <dauntless26> Is it made with libgdx?
[22:41:45] <kalle_h> nope
[22:42:46] <Ashiren> looks minecrafty a bit
[22:42:58] <jerome[fr]> Yahoo, with the new 1.4.1 version, no more problem and configuration to import a generate project into AndroidStudio, juste clic import and choose build.gradle ! :D
[22:43:47] <kalle_h> Ashiren: There are some similarities but not that much
[22:44:06] <kalle_h> great talk about data-oriented-design https://www.youtube.com/watch?v=rX0ItVEVjHc
[22:50:29] <IvelDesigns> progress! https://www.dropbox.com/s/aevy2ttlzohumm4/Screenshot%202014-10-12%2015.10.56.png?dl=0
[22:51:03] <lordjone> thanks for the video kalle_h
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[23:09:06] <Lestat> looks nice
[23:10:16] <Lestat> nexsoftware, what happened with the irc client you were making?
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[23:16:26] <nexsoftware> O.o
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[23:18:42] <Lestat> I was going to be your first adopter
[23:19:34] <kalle_h> http://www.insomniacgames.com/self-exploitation/
[23:19:49] <kalle_h> Great hack
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   October 12, 2014  
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