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[00:06:07] <semtiko> hi
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[00:09:58] <semtiko> Is there any way to use mupltiple cameras with ModelBatch? I need to show 2 perspectives on one screen, but ModelBatch need to set some camera before render. Right now i can do this only by rendering all stuff for each cameras. Not the best way for performance.
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[00:13:35] <kalle_h_> semtiko: every 3d api work like that.
[00:13:59] <kalle_h_> This is how gpu works. You rasterize on projection at time
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[00:14:11] <kalle_h_> *one
[00:15:09] <kalle_h_> semtiko: what you are really doing
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[00:16:06] <semtiko> kalle_h_: understood. I try to optimize my client's app for cardboard.
[00:16:20] <semtiko> All is fine except double rendering.
[00:16:41] <kalle_h_> what kind of double rendering you mean
[00:16:54] <jeffo> James990: thanks for that font tool link!
[00:17:28] <[twisti]> google cardboard is super cheap vr
[00:17:43] <semtiko> [twisti]: say to to my client :D
[00:17:54] <semtiko> kalle_h_: i use 2 cameras for each eyes with different positions and rotations.
[00:18:01] <[twisti]> basically split screen iso...strobic, or whats the word ?
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[00:18:41] <kalle_h_> so vr?
[00:19:06] <[twisti]> http://i2.cdn.turner.com/money/dam/assets/140625165116-google-cardboard-boxes-620xa.jpg
[00:19:16] <[twisti]> for some definitions of vr ;)
[00:19:31] <semtiko> kalle_h_: https://developers.google.com/cardboard
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[00:20:08] <kalle_h_> modern gpu can dublicate geometry to different viewports
[00:20:16] <kalle_h_> at geometry shader
[00:20:23] <kalle_h_> but its super slow
[00:20:32] <semtiko> kalle_h_: it's a very simple app. i render all stuff via modelBatch and i need to render it twice (for each eyes).
[00:21:31] <kalle_h_> new nvidia chip can do that at vertex shader.(this is for their vxgi
[00:22:08] <kalle_h_> but with gles2.0 spec you just need to render scene twice
[00:22:14] <semtiko> kalle_h_: it's not a problem, all is super fine and works good, just interesting - can i increase performance by avoiding double rendering, like with 2D. So - no. And it's still super fine :)
[00:23:00] <kalle_h_> I have seen that one game just did the other eye image with reprojection with hole fill and some other magic
[00:23:08] <kalle_h_> that is propably too hacky
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[00:24:16] <semtiko> i've done with developing, just trying to polish it good. i just need to close a project, get my money, and forget about this pizzaboxcrap )
[00:24:30] <semtiko> kalle_h_: thank you very much for answers!
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[01:10:13] <knobber> does the alpha channel in shaders ever really get used? from the limited playing around on shadertoy and libgdx shaders i've done i haven't seen it do anything
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[01:14:04] <LiquidNitrogen> knobber: it depends what effect you are trying to produce
[01:14:34] <LiquidNitrogen> i imagine it would be pretty useful if you were building some kind of overlay
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[01:15:30] <knobber> as i understand it, it's how 'transparent' that pixel should be... but i do not understand how there can be anything behind the pixel you're drawing in the first place
[01:15:52] <deniska> knobber: you may render on top of something already rendered
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[01:16:09] <deniska> you also need to have blending enabled
[01:16:10] <Lestat> never use transparency ever
[01:16:35] <kalle_h_> alpha != transparency
[01:17:11] <Lestat> then what is it
[01:17:24] <knobber> that is what i am slowly learning kalle_h_ , but i have always heard that part of rgb being referred to as transparency
[01:17:30] <Lestat> a value you can sue for whatever?
[01:17:32] <kalle_h_> Alpha is just fourth byte value to pad the 3byte rgb to better aligment.
[01:17:46] <deniska> http://dublinsmickdotcom.files.wordpress.com/2014/02/putin_bear_crop-279x320.jpg?w=640 this is also alpha
[01:17:59] <kalle_h_> it can be used to control the blend equation and often its used as transparency
[01:19:34] <kalle_h_> My gbuffers use alpha channel for specular, roughness, normal z sign bit and baked ao
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[01:20:12] <knobber> so at the stage where I would be setting gl_fragcolor, if say i want to have something transparent and see behind it, i would use this alpha value and combine the colors together with the alpha value defining how much of the color i want in front?
[01:20:24] <kalle_h_> many mobile games output linear 8bit depth to alpha channel and use that to guide DOF blurring
[01:21:44] <kalle_h_> knobber: blend equation is like this.https://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml
[01:22:16] <kalle_h_> "Transparency is best implemented using blend function (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) with primitives sorted from farthest to nearest."
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[01:22:37] <kalle_h_> I have to disagree wiht opengl docs this time. Pre multiply alpha is the BEST
[01:23:50] <knobber> interesting reading, ty kalle_h_
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[01:25:00] <kalle_h_> I just wanted to make clear that its totally up to you how you will use alpha and its not just for transparency
[01:25:20] <knobber> yes, it's nice to know
[01:25:48] <Lestat> kalle you know why the following happens: I render several objects and then the transparent pixels of one of them, deletes the object behind it
[01:25:55] <knobber> almost always things are specified as "this IS this", i mean, it's nice to know things that aren't necessarily that way to understand why when encountered in the wild
[01:27:42] <kalle_h_> Lestat: I would guess depth writes with the transparent object but your order does not suggest that
[01:28:01] <kalle_h_> maybe your "transparent" is not transparent after all
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[01:28:51] <kalle_h_> Lestat: render order must be this. 1. opaque. 2. transprent from back to front without z writes
[01:30:13] <Lestat> most of the time modelbatch orders them automatically. It just happens with couple objects once in a while o.o
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[01:36:52] <kalle_h_> Lestat: what are your flags for those transparent objects
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[01:44:25] <Lestat> I don't know lol
[01:44:51] <Lestat> I just create them with model builder, its simple scene
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[01:46:48] <Lestat> Though I have seent he same effect in other games like imvu
[01:47:23] <Lestat> So I was just wondering. (I fixed it in my game flushing the batch, not many objects didnt make much difference)
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[03:30:31] <acegiak> hey guys, so I'm adding controller navigation to my scene2d menu
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[03:30:57] <acegiak> so I'm sending the enter and exit events to my textbuttons
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[03:31:13] <acegiak> but they only work after I've moused over one of the buttons for the first time?
[03:31:39] <acegiak> is there something I need to do to wake up the buttons that my mouse movement is doing?
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[03:34:03] <cackling_ladies> acegiak, what do ya mean?
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[03:36:33] <acegiak> cackling_ladies: so my controller handler creates an event of type enter or exit and sends it to my text button which makes it light up to show it's selected
[03:37:07] <acegiak> but it only works after I have moused over one with the cursor itself already
[03:37:41] <cackling_ladies> acegiak you mean mouse click does not trigger unless hover is active?
[03:38:12] <acegiak> cackling_ladies: no, I'm trying to trigger hover
[03:38:38] <cackling_ladies> so hover doesnt trigger?
[03:38:39] <acegiak> but until I've hovered on one with the actual mouse they won't trigger
[03:38:44] <acegiak> yeah
[03:39:05] <cackling_ladies> does the event reach the control handler?
[03:39:19] <cackling_ladies> and oh on mobile devices there're no hover in case you dont know.
[03:40:08] <acegiak> it's not mobile
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[03:40:54] <cackling_ladies> pastebin the control handler please?
[03:41:14] <mobidevelop> Use the checked state and checked drawable for indicating selection
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[03:42:25] <acegiak> cackling_ladies: 2 seconds
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[03:45:00] <acegiak> http://pastebin.com/SnJir6Dx
[03:45:17] <acegiak> and then this is my from my menu screen
[03:45:18] <acegiak> http://pastebin.com/UxANpy4H
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[04:00:24] <acegiak> sending the type.touchup event works
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[04:03:26] <acegiak> the button's input handler recieves the event
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[04:03:43] <acegiak> but the button doesn't change to it's hover sprite
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[04:08:54] <acegiak> cackling_ladies: does that make any sense?
[04:09:13] <cackling_ladies> reading up now
[04:09:18] <acegiak> kk
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[04:12:28] <cackling_ladies> sorry I honestly dont know what's going on. You're using scene2D I think.
[04:12:59] <cackling_ladies> looks interesting tho, how it work looks like the exact opposite of what I do it.
[04:13:17] <acegiak> yeah, using scene2d
[04:13:25] <acegiak> ah dang, fair enoguh
[04:13:49] <cackling_ladies> mobidevelop, have you any advices for him? His pastebins are up there.
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[04:14:41] <mobidevelop> What now?
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[04:16:55] <acegiak> mobidevelop: my scene2d texbuttons are recieving the enter event I'm firing at them but not displaying their hover sprite
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[04:17:01] <mobidevelop> Don't try to simulate hover, used checked drawables and just set the checked state
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[04:20:17] <acegiak> okI'll try that. thanks
[04:20:44] <tajobe> Hey is there anyone around who might be able to shed some light on why resizing my OrthographicCamera causes horrible texture aliasing issues/lines?
[04:21:46] <TEttinger> tajobe, I'm rusty on this, but you probably need to use a Viewport of some kind to make sure it resizes the viewed area and not your images
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[04:23:41] <tajobe> TEttinger, I'm using the Ortho camera constructor which takes in dims for the viewport, is that unrelated?
[04:24:40] <TEttinger> not sure. Viewports do their own thing to the displayed area, and IIRC Camera has a sorta default one
[04:25:34] <TEttinger> so while I browse the docs and source, http://worstcats.tumblr.com/post/98170928437/meow-meowww-meow
[04:26:53] <TEttinger> you read this, right tajobe: https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/OrthographicCamera.java#L35-L39
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[04:27:52] <TEttinger> https://github.com/libgdx/libgdx/wiki/Viewports you may want ScreenViewport
[04:29:52] <tajobe> Yeah, and it does look fine when using the default size but when I set another size(which I need to do), the scaling is terrible
[04:29:58] <dauntless2425> Fucking Bresenham
[04:30:46] <tajobe> basically I'm setting the camera zoom to a set size so that all players will see the same amount of the map
[04:30:58] <tajobe> So I don't think I can use ScreenViewport
[04:32:04] <tajobe> If it helps, this is the issue: http://imgur.com/a/b5917
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[04:37:18] <TEttinger> look at CustomViewport, tajobe: One example could be to supply Scaling.none to it, which will result in a completely "StaticViewport", which always keeps the same size. It might look like this:
[04:37:35] <TEttinger> sound about right?
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[04:40:03] <TEttinger> you probably want this constructor: new ScalingViewport (Scaling.none, float worldWidth, float worldHeight, Camera camera);
[04:40:29] <TEttinger> replacing the two floats with your fixed sizes and Camera with your current Ortho camera
[04:40:38] <dauntless2425> Anyone have experience with Bresenham algorithms?
[04:40:40] <TEttinger> (probably without the size change to camera)
[04:40:41] <tajobe> I'll give that a go, thanks TEttinger
[04:40:50] <TEttinger> dauntless2425, yeah, what's the problem?
[04:41:25] <TEttinger> you may have better luck with some of the variants on Bresenham lines, like antialiased bresenham or elias lines
[04:41:31] <dauntless2425> Do you have a working example of a line of sight algorithm?
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[04:42:33] <TEttinger> there's 3 here https://github.com/SquidPony/SquidLib/tree/master/src/squidpony/squidgrid/los
[04:42:53] <dauntless2425> For example there is a doorway and the player is standing outside of it. I want to determine how much of the room next door he can see
[04:43:22] <dauntless2425> Ok I'll check that out. Thanks
[04:44:42] <dauntless2425> What's the license on these implementations?
[04:44:44] <TEttinger> technically the implementation is in https://github.com/SquidPony/SquidLib/blob/master/src/squidpony/squidmath/Bresenham.java , dauntless2425
[04:44:47] <TEttinger> let me check
[04:45:04] <TEttinger> apache
[04:45:37] <dauntless2425> Ok thanks!
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[04:46:19] <TEttinger> Eben's great about this stuff, he's really fleshed out that lib. I forked it at one point to make it have no swing dependency
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[04:48:19] <TEttinger> https://github.com/tommyettinger/cuttlebone/tree/master/src/main/java/squid/squidgrid/fov this is my fork that should work on android
[04:49:06] <dauntless2425> Damn that's a really useful library what I'm working on
[04:49:15] <TEttinger> making a roguelike?
[04:49:23] <dauntless2425> For what*
[04:49:32] <dauntless2425> Yeah but with a twist
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[04:52:38] <TEttinger> there's a pretty active roguelike dev scene out there. #rgrd on quakenet occasionally is on-topic about roguelikes, and when it is, it can be valuable.
[04:53:04] <dauntless2425> Oh wonderful.
[04:53:10] <TEttinger> the rec.games.roguelike.development usenet group is where that irc channel gets its name from, but the usenet group is dead
[04:53:37] <LiquidNitrogen> perhaps the chanel needs a revamp
[04:53:38] <TEttinger> also roguetemple is good
[04:53:50] <LiquidNitrogen> rebrand it
[04:54:00] <TEttinger> make everyone change channels, yes
[04:54:12] <dauntless2425> I'm trying to make it simpler for new users to enjoy these games. I find them so hard to get into at first. So many hidden buttons
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[04:54:54] * LiquidNitrogen had hella fun playing cardinal quest 2 lastnight
[04:55:07] <TEttinger> look at DoomRL and Cardinal Quest for more beginner-friendly RLs
[04:55:27] <TEttinger> only one I've beaten is Conception, a 7 day roguelike in the browser
[04:55:43] <TEttinger> (as in, made in 7 days)
[04:55:59] <knobber> pixel dungeon is an alright one, and does a decent job of explaining stuff
[04:56:22] <TEttinger> ToME4 is practically an RPG in a lot of ways
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[05:06:11] <knobber> is there a better way to keep track of time (e.g. time elapsed) in libgdx than System.currentTimeMillis()?
[05:07:08] <TEttinger> knobber, not that I've found.
[05:07:22] <TEttinger> store the starting time, subtract it from current time
[05:07:22] <knobber> alrighty, thanks
[05:07:30] <knobber> yep, that's how i'm doing it
[05:07:50] <TEttinger> there is a Timer class but it's slower and Thread-heavy
[05:08:01] <TEttinger> and it's meant for scheduling actions
[05:08:03] <knobber> right, i looked into that but it looks more like it's for scheduling tasks
[05:08:11] <TEttinger> yep
[05:08:23] <knobber> seems like a simple Gdx.graphics.elapsedTime would be useful or someting
[05:08:24] <knobber> thing*
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[05:09:16] <TEttinger> elapsed from what?
[05:09:23] <TEttinger> the time the app started?
[05:09:24] <dauntless2425> I don't think i downloaded the right jars for squidlib. It's hard for me since I only have internet on my phone. Do you know where I find the right zip?
[05:09:37] <TEttinger> are you using gradle?
[05:09:39] <knobber> yes, in retrospect maybe not quite as useful
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[05:11:27] <TEttinger> dauntless2425: try https://github.com/SquidPony/SquidLib/releases/tag/1.95.1 ; the other release uses java 8 and won't work on android
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[05:11:44] <dauntless2425> Thanks
[05:11:50] <knobber> shaders really are magic... an animation that would be unfeasible in cpu code is done in <10 lines of shader code
[05:11:58] <knobber> 10 or 20
[05:12:05] <TEttinger> nice, knobber
[05:12:11] <dauntless2425> I don't develop for mobile either ways
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[05:22:34] <Delmadan> anyone know any good sources of info on vertex shaders?
[05:22:51] <Delmadan> or interpolating vertices for effect
[05:23:16] <knobber> you mean something like smoothstep?
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[05:27:41] <dauntless2425> In order to add a library to a libgdx project I just add it to the build path of all the projects? Desktop, html, etc?
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[05:41:34] <cackling_ladies> dauntless2425, yep
[05:41:51] <dauntless2425> Thanks cack
[05:52:36] <sinistersnare> woot what a grand night, talk went perfect. and in 24 hours ill be on a 11 hour car ride to Chicago!! woot
[05:53:24] <sinistersnare> im going to do no coding tonight, was up til 7am yesterday...
[05:53:36] <sinistersnare> parks and rec all night yall
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[06:03:01] <PickleMan> Is there like, a *good*, clean way to have animated menus? Like, a nice way to organize and keep track of everything?
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[06:04:46] <dauntless2425> Tettinger I find the lack of documentation on squidlib a bit saddening.
[06:05:32] <TEttinger> it is documented more in other areas. ask Eben on quakenet, he's in #rgrd now
[06:06:44] <dauntless2425> What's the address and port for quakenet.?
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[06:08:08] <TEttinger> you could use webchat, but there's irc.quakenet.org , 6667
[06:08:32] <TEttinger> like freenode they've been having issues with connectivity, not as bad as here
[06:08:50] <dauntless2425> Ok thanks
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[06:24:55] <dauntless2425> Fuck it dude. I'll just write my own algorithm. Lol. My phone won't download anything tonight
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[06:33:50] <TEttinger> well bresenham is pretty easy to copy
[06:33:55] <TEttinger> rosetta code :)
[06:35:01] <TEttinger> http://rosettacode.org/wiki/Bresenham%27s_line_algorithm#Java
[06:36:36] <dauntless2425> Gracias
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[06:53:41] <Delmadan> http://upload.wikimedia.org/wikipedia/commons/thumb/b/b9/Squash_and_Stretch.svg/300px-Squash_and_Stretch.svg.png
[06:53:57] <Delmadan> I want that effect so bad :(
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[07:18:48] <LiquidNitrogen> Delmadan: make the animation manually?
[07:19:19] <LiquidNitrogen> i did something similar in an old game, and just drew a few variations for it to look nice
[07:21:12] <Delmadan> thats definitely an option :)
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[09:07:51] <cackling_ladies> Delmadan, you can swash and stretch models :)
[09:08:03] <cackling_ladies> err I meant sprites
[09:08:31] <Delmadan> whats swash?
[09:08:35] <Delmadan> oh sqush
[09:08:52] <sinistersnare> I LOVE SWASHING THINGS
[09:08:56] <Delmadan> but I can only do that on the x and y axis, cackling_ladies
[09:09:03] <sinistersnare> i actually looked at that word for a few seconds thinking of the meaning
[09:09:10] <Delmadan> haha
[09:09:15] <Delmadan> trippy
[09:09:26] <cackling_ladies> Delmadan, and you can rotate it, too :)
[09:09:48] <Delmadan> I want a ball to squash and scale with my cursor velocity but without rotating it :P
[09:10:06] <cackling_ladies> I dont think the users can tell tbh!
[09:10:31] <Delmadan> It's all part of adding jucyness ;)
[09:16:47] <Delmadan> It's possible but I would have to modify vertices which would require some crazy ass maths. Unfortunately I am no good at math
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[09:27:33] <mk1> still don't get what you're trying to achieve
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[09:53:44] <Tomski> squish
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[10:16:51] <Delmadan> I dont even know what i'm trying to achieve :S
[10:17:00] <Delmadan> https://pbs.twimg.com/tweet_video/ByCI7vQCcAAC18K.mp4 ok see this clip
[10:17:18] <Delmadan> I want the scope to sort of stretch in the direction its moving
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[10:18:57] <Delmadan> to replicate this http://www.evl.uic.edu/ralph/508S99/gif/rigid.gif
[10:24:27] <Tomski> You got a current acceleration component for each ball?
[10:25:00] <Delmadan> I just want to do it for the scope :)
[10:25:11] <mk1> not possible with Sprite
[10:25:24] <Tomski> for the scope?
[10:25:45] <Delmadan> in the clip before the last link
[10:25:51] <Delmadan> https://pbs.twimg.com/tweet_video/ByCI7vQCcAAC18K.mp4
[10:27:09] <Tomski> you've tried just altering the scale depending on velocity?
[10:28:24] <Delmadan> sure have Tomski :) but then im limited to scaling X and Y, unless I rotate the sprite
[10:28:51] <Delmadan> limited to two axis of scale, rather
[10:30:17] <Delmadan> I've gained access to the scope sprites vertices which I can modify, but that's as far as i've gone. The maths to achieve the effect im after is way beyond me
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[10:31:32] <Delmadan> It's strange though, I can usually find information about the most esoteric gamedev subjects except for this particular one (scaling a sprite along its velocity vector)
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[10:32:30] <Tomski> You'd only have 4 verts, if you start deforming it, it wont look very real
[10:33:10] <Tomski> I guess it depends how much you want to deform it by
[10:36:14] <Delmadan> hmm yeah. It's probably a silly effect
[10:36:44] <Delmadan> It needs something though.. Tomski you've shattered my entire universe
[10:37:06] <Tomski> Delmadan, do you like the way it looks when you scale in x&y?
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[10:37:19] <Tomski> Ignoring the fact that you are limited to those axis
[10:37:55] <Delmadan> It looks pretty neat
[10:38:11] <Delmadan> not gonna lie
[10:38:17] <Tomski> got a vid?
[10:38:27] <Delmadan> makes the game look much more cartoony
[10:38:34] <Delmadan> I'll get you one :)
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[10:43:57] <Delmadan> Be honest, does it look bad?
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[10:44:09] <Delmadan> http://gfycat.com/BlueClosedBrant
[10:44:47] <Delmadan> total honesty Tomski. If it looks stupid I wont bother with it
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[10:45:28] <Tomski> Is it hard to aim?
[10:45:47] <Tomski> I quite like it
[10:46:04] <Tomski> Maybe add a cap though
[10:46:04] <Delmadan> haha, cheers
[10:46:10] <Delmadan> yeah I hear ya
[10:46:28] <Delmadan> but do you see my dilemma with the different axis
[10:46:58] <Delmadan> if I move at an angle it looks silly
[10:47:10] <Tomski> Yea
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[11:35:14] <[[derek]]> Hey, for fun I refractored the Super Koalia example, trying to make it more maintable. Could I someone give me a very quick code review please?
[11:35:16] <[[derek]]> pastebin.com/QNW32pBJ
[11:39:36] <[twisti]> i would refactor the koala frame loading into its own method
[11:39:41] <Tomski> Dont use brackets like that
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[11:40:51] <[twisti]> i approve of the bracket use, its a common way to make sections more readable
[11:41:30] <[[derek]]> thank you <3
[11:41:31] <[twisti]> the comments above it are misleading, though - it says it loads frames and assigns animations, but then in reality it also adds abilities and binds things to keys
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[11:41:44] <[[derek]]> yeah that was left over from the example, I forgot to change it
[11:41:47] <[twisti]> had i been looking for where it assigns keys, i would have skipped that block based on the comments
[11:42:20] <[[derek]]> I'm very pleased with my input manager.
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[11:45:05] <[[derek]]> next I need to tackle the tiled maps
[11:45:29] <[[derek]]> but I can't install tiled quite just yet as my package manager is busy upgrading all my packages
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[11:45:53] <[[derek]]> all those latex packages take FOREVER
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[12:09:32] <[twisti]> tiled is just a single jar download as far as i recall
[12:09:40] <[twisti]> no need to use the package manager
[12:17:20] <[[derek]]> but automatic updating
[12:17:34] <[[derek]]> and its written in qt and C++
[12:17:45] <[[derek]]> the java version was discontinued a loong time ago
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[12:20:49] <[twisti]> oh, i didnt know that
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[12:20:55] <jerome[fr]> hii
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[12:23:00] <jerome[fr]> I have a question about Tiled on Linux, for the moment i have installed Tiled from the "logiteque" but its the version 0.8 :x, and in the version 1.0 its a lot of improvement. So i go in the Tiled website and I see its not a package for ubuntu, just source or Repositories launchpad
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[12:25:01] <jerome[fr]> So in launchpad i will add the PPA for installing the new version (0.10), but i dont see this version, just 0.9 and daily build
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[12:26:17] <jerome[fr]> Ho, i see its a #tiled channel, i will say my question here :)
[12:27:56] <TEttinger> what ububtu are you on, jerome[fr]?
[12:28:18] <TEttinger> 0+git20141013~10~ubuntu14.10.1 is the latest tiled code for ubuntu 14.10
[12:28:43] <jerome[fr]> Its elementary os 0.2, build on Ubuntu precise 12.04
[12:29:04] <TEttinger> try 0+git20141013~10~ubuntu12.04.1
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[12:29:38] <TEttinger> it will be a daily build more advanced than 0.10
[12:30:22] <jerome[fr]> Yes i now, but I hesitated because i mean daily build = bug, no ?
[12:30:54] <TEttinger> sometimes
[12:31:17] <TEttinger> it usually means the docs aren't in sync with the code
[12:31:40] <TEttinger> but with automated builds and automated testing, the daily builds don't update if they fail tests
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[12:32:20] <jerome[fr]> Ok, anyway if its the only solution for use 0.10 in ubuntu 12.04, i go do that :)
[12:32:23] <jerome[fr]> tks for your help
[12:32:42] <TEttinger> np
[12:34:35] <jerome[fr]> wow, nice improvements in 2 years of developpement XD
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[13:43:47] <needhash> Hello everybody
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[13:44:43] <needhash> My Java updater suggests me to uninstall Java Runtime 6.45. Does desktop LibGDX needs it?
[13:45:11] <needhash> need*
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[13:46:06] <[twisti]> 6 ?
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[13:46:13] <[twisti]> thats been abandoned like a year ago
[13:46:25] <[twisti]> move at least up to 7, and even that is on its way out
[13:46:50] <[twisti]> libgdx desktop will run fine with current versions of java
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[13:49:13] <needhash> Yes, but I guess either Android SDK or LibGDX (don't remember) needs it. Are you absolutely sure? Do you have not any old JRE versions?
[13:50:01] <[twisti]> when i need old things to dev against, i use the jdk's, as they contain runtimes too
[13:50:33] <[twisti]> but jdks runtimes dont tend to end up being used by accidents
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[13:50:56] <[twisti]> so i would definitely say removing the runtime is a good idea
[13:50:56] <needhash> I guess this updater complaints just about that SDK
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[13:52:43] <guerrillacontra> hi
[13:53:44] <needhash> [twisti], don't you know where does JDK installed by any chance?
[13:53:55] <needhash> [twisti], on Windows
[13:54:02] <[twisti]> c:\program files\java for me
[13:54:25] <[twisti]> or c:\program files (x86)\java for 32 bit versions
[13:55:30] <needhash> [twisti], Okay, thanks, I figured out that I can delete it
[13:55:52] <guerrillacontra> Do you guys use the scene2d aspect of libGDX other than UI?
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[13:59:43] <Tomski> guerrillacontra, no
[14:01:11] <guerrillacontra> @Tomski cheers :)
[14:01:31] <guerrillacontra> Just wrapping my head around the workflow, I come from an AIR/Haxe background.
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[14:03:22] <mutilator> anyone know a website designer for hire they'd recommend?
[14:04:11] <guerrillacontra> mutilator
[14:04:11] <guerrillacontra> mutilator
[14:04:11] <guerrillacontra> mutilator what kinda website you need?
[14:04:34] <mutilator> just a small app info site
[14:04:48] <mutilator> ya know, landing page showing hilights/all of them
[14:04:53] <mutilator> then a page for the apps
[14:05:55] <guerrillacontra> Me and my work partner could wrap one up fairly cheaply if you want, we have done wordpress themes, sites, etc
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[14:07:18] <guerrillacontra> mutilator quick example for a webpage we are doing for a client http://www.gladiatorrising.com/ and http://warforger.com/
[14:07:43] <guerrillacontra> both sites are waiting for the client to give us the content (text, images etc) incase you wondered :)
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[14:16:42] <Deejay_> Hey, do any of you folks know how I can get a Table within another Table's Cell to fill the whole cell?
[14:17:07] <Deejay_> If I was trying to get a Widget in a Cell to fill it, I would use fill(), but Table doesn't have this method
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[14:28:58] <Deejay_> Ah, I was forgetting fill() is on Cell
[14:29:12] <Deejay_> Liberal use of expand().fill() did the trick
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[14:57:50] <[twisti]> .fill().fill().fill().fill().fill().fill().fill()
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[14:59:25] <Lingo> is there a way to draw a label from spritebatch.draw?
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[14:59:50] <nikola3> i cant find out how to get a texture from a label
[15:00:14] <nikola3> i want to draw using spritebatch.draw because it has a projection matrix applied
[15:00:33] <nikola3> font.draw() didnt seem to have the ablity to use a projection matrix
[15:05:54] <deniska> nikola3: doesn't font.draw accept a batch as an argument?
[15:06:26] <nikola3> i might have missed that
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[15:11:46] <nikola3> it has it but it doesnt have height and width
[15:12:47] <mobidevelop> Why are you trying to use label without stage?
[15:14:13] <nikola3> i'm trying to add a lable above a game object
[15:14:20] <nikola3> those game objects are not on a stage
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[15:15:49] <deniska> nikola3: render stage after not in stage game objects then
[15:16:27] <nikola3> i just set the scale on the font and it looks like it will work
[15:16:45] <nikola3> thanks for the guy deniska
[15:16:49] <nikola3> i think this will work now
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[16:33:12] <jerome[fr]> o:
[16:33:15] <jerome[fr]> o/
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[16:35:27] <Slijt> hey, does anyone have exprience with the AtlasTmxMapLoader?
[16:35:30] <jerome[fr]> Have you a best pratice for collision detection ? I use Tiled and .tmx for my map, its a specific function in Tiled to manage that ? or just put the ground and tile that block the player to a specific layer ?
[16:35:52] <jerome[fr]> Slijt: dont have try that, im on the TmxMapLoader :)
[16:36:18] <Slijt> jerome[fr]: im using the atlas tmx loader to avoid texture bleeding
[16:36:47] <Slijt> what im wondering is exactly how do I unload my textures once Im done with them..?
[16:37:11] <duff> Im having a issue on android studio, I have SDK 19, 19.1, 20 installed. and I receive this error Error:The SDK Build Tools revision (19.0.3) is too low for project ':android'. Minimum required is 19.1.0
[16:37:17] <duff> anyone can help me out?
[16:37:49] <Tomski> Get build tools 19.1.0
[16:38:16] <Tomski> Change build scripts if they still refer to 19.0.3
[16:38:19] <Slijt> duff: download build tools 19.1.0 from the android manager
[16:38:32] <duff> I have
[16:38:42] <duff> I have all 19 installed
[16:38:47] <duff> 19.0.1, 0.2 etc
[16:39:04] <Tomski> Whats in your android/build.gradle?
[16:39:04] <jerome[fr]> for the libgdx 1.4.1 i mean its the version 20 who is needed
[16:39:41] <duff> Tomski, on android manifest?
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[16:40:08] <Tomski> No
[16:40:16] <Tomski> In the build.gradle file in the android directory
[16:40:45] <duff> 19.0.3
[16:41:05] <duff> and I also have this version installed on SDK
[16:41:18] <Slijt> does anyone know how the clear the tmxloaders once im done with them?
[16:41:20] <Tomski> Well the error states that you need at least 19.1.0, so bump it up
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[16:42:17] <duff> Tomski, let me check here
[16:42:49] <duff> nice! its fixed
[16:42:52] <duff> thanks :)
[16:43:05] <mobidevelop> Slijt: clear the tmx loaders?
[16:43:26] <Slijt> dispose of the textures that it loaded mobidevelop
[16:43:38] <mobidevelop> You dispose the map
[16:43:41] <Slijt> ah
[16:43:45] <Slijt> then I have a question
[16:44:10] <Slijt> I load the tilemap etc in it's own actor class
[16:44:24] <Slijt> if I remove the actor, would the maps get disposed of aswell
[16:44:30] <Slijt> or do I need to set this manually?
[16:45:09] <mobidevelop> You'd need to dispose of the map yourself
[16:45:31] <Slijt> ah, thanks a lot :)
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[16:49:28] <jerome[fr]> It is a good solution for tiledmap collision to create a new layer with tile red = block and tile green = collactable like on this tuto ? http://goo.gl/jRPZIw
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[17:03:53] <sllide> how come i can play xcom on my phone but when i draw 150 cubes my s3 drops to 5fps
[17:04:30] <sllide> i mean, is drawing 900 quads that intesive?
[17:04:45] <sllide> or are cube models more than 6 quads each?
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[17:12:47] <Anonimista> Anybody here?
[17:12:55] <kalle_h> sllide: 150cubes is is the problem
[17:12:58] <kalle_h> not the triangles
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[17:13:23] <sllide> well, i am drawing a funnel made out of differently colored cubes
[17:13:34] <kalle_h> Three common wisdoms with gpu's are Bach, batch, batch
[17:13:48] <sllide> i could draw quads i guess
[17:13:55] <sllide> and batch those
[17:14:11] <kalle_h> you need to merge those cubes statically(not dynamically) to single or couple meshes
[17:14:18] <sllide> oh god
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[17:14:29] <kalle_h> just like minecraft does
[17:14:35] <sllide> i guess i'm going to have to tackle that
[17:14:48] <sllide> i am new to the whole 3d thing
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[17:16:37] <kalle_h> its not 3d spesific. 150 "2d" quads without batching would be as bad problem
[17:17:04] <sllide> what does batching mean exactly?
[17:17:09] <sllide> i could swear i was batching those cubes
[17:17:40] <sllide> this is the cube drawing itself
[17:17:41] <sllide> http://pastebin.com/DcvqbE6f
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[17:19:58] <smiley-> yeah.. Minecraft batches 16x16x16 blocks into one mesh
[17:20:16] <smiley-> not drawing faces that's not visible
[17:20:49] <smiley-> no meaning drawing all 6 faces of a block that is surronded by other blocks
[17:21:03] <maximtwo> false, minecraft draws each pixel individually with calls to glDrawPixels()
[17:24:52] <sllide> what
[17:24:55] <sllide> that doesnt make sense
[17:25:03] <Anonimista> I have a basic question about embedding libgdx in Swing
[17:25:03] <sllide> why would it draw each pixel individually
[17:25:08] <Tomski> :|
[17:25:32] <Anonimista> What is the difference between LwjglCanvas and and LwjglAWTCanvas?
[17:25:39] <maximtwo> obvious troll is apparently not all that obvious...
[17:25:59] <sllide> man i have seen way dumber comments
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[17:26:22] <maximtwo> i'll try harder next time?
[17:26:30] <smiley-> sllide: http://0fps.net/2012/06/30/meshing-in-a-minecraft-game/
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[17:26:43] <sllide> thank you!
[17:26:50] <maximtwo> you're welcome
[17:26:59] <sllide> heh
[17:27:11] <sllide> next time tell people minecraft uses a raycaster to draw
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[17:28:09] <maximtwo> don't tell me what to do
[17:28:12] <smiley-> sllide: you know that all minecraft world maps are carefully designed by people at Mojang?
[17:28:15] <smiley-> ;)
[17:28:27] <kalle_h> modelBatch name is bit misleading because its does not batch models but state changes
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[17:28:39] <sllide> now thats a clever one
[17:28:49] <sllide> ahh okay
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[17:29:46] <sllide> i guess i got fooled by my computer tho, i can run it on my pc with 3k cubes at 60 fps
[17:29:49] <smiley-> anyway.. I wrote a voxelengine (just for fun and.. no real reason) in libgdx earlier this year http://cloud.rhapsody.st/VoxelEngine-desktop.jar
[17:29:56] <kalle_h> Writed multihreaded renderEffect loading. took 10minutes. Debugged some temp memory crash at string class took 60minutes :/
[17:30:11] <kalle_h> now game loads almost 50% faster!
[17:30:18] <smiley-> with total broken biomes.. since I grow tired of the project while actually doing anything with them
[17:31:09] <jeffol> kalle_h: don't worry, your artist will add more features that slow it down 50% more x)
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[17:32:25] <sllide> smiley-: awesome
[17:32:43] <sllide> looks cool
[17:32:52] <sllide> i almost finished a game for android actually
[17:33:00] <sllide> its really simple, and ugly hah
[17:34:31] <maximtwo> kalle_h, every time i see you say something like "now game loads almost 50% faster!" i think, that must be like 1000% faster by now
[17:35:25] <vixus> is it possible to set the size of a sprite without scaling the texture applied to it?
[17:35:45] <vixus> size is being set using setSize()
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[17:36:19] <vixus> basically i just want to set the size of the bounds
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[17:36:51] <maximtwo> sprite.setBounds() ?
[17:39:38] <vixus> i think that still scales the texture
[17:40:10] <maximtwo> what is the ultimate purpose here?
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[17:40:34] <vixus> to have a sprite size independent of the texture size
[17:40:54] <vixus> maybe that's impossible though
[17:41:16] <vixus> yeah ok
[17:41:29] <vixus> Sprite is a subclass of TextureRegion after all
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[17:44:37] <ravenlord> hi
[17:44:57] <ravenlord> I'm wondering, is it possible to have a table where for example row 1 has one larger cell, while row 2 has several smaller cells, not related to row 1? because as I see it, now cell 1 from from 1 is exactly the same size as cell 1 from row 2
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[17:47:08] <cackling_grandma> ravenlord are you using scene2d or something?
[17:47:15] <cackling_grandma> cause that's very easy with just sprites
[17:47:15] <ravenlord> cackling_grandma:
[17:47:17] <ravenlord> yes
[17:47:20] <Tomski> colspan!
[17:47:25] <ravenlord> with scene2d
[17:48:06] <cackling_grandma> consider forking your own table solution then
[17:48:10] <Tomski> Or use a Table for each row
[17:48:19] * maximtwo shudders
[17:48:21] <ravenlord> Tomski: colspan?
[17:48:35] <cackling_grandma> that's html4 lol
[17:48:37] <ravenlord> I think using a table for each row might be a slight overkill :))
[17:48:51] <Tomski> ravenlord, say you wont the first row to have one cell, and second row to have 2 cells
[17:48:52] <ravenlord> cackling_grandma: yeah, i know i can do it in html :D
[17:49:03] <Tomski> You'd colspan(2) the first row item
[17:49:13] <ravenlord> yes
[17:49:39] <Tomski> But if you want them to be completely unrelated, youre best off using a Table or some other parent for each row
[17:49:55] <cackling_grandma> what're you trying to achieve btw?
[17:50:18] <ravenlord> displaying some info in a tabelized way
[17:50:24] <ravenlord> first row is title
[17:50:44] <ravenlord> second and third are info
[17:50:45] <ravenlord> in columns
[17:50:48] <sllide> everybody here told me scene2d was horrible and should not be used hah
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[17:51:16] <ravenlord> sllide: i don't agree, it has it's limits but it's pretty ok once you get the quircks
[17:51:22] <Tomski> ravenlord, got a drawing of what you are looking for?
[17:51:33] <cackling_grandma> sllide I think I'm the only person here thinking like that.
[17:51:41] <ravenlord> Tomski: neah, but I think I'll go with the Table in table
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[17:51:43] <sllide> oh
[17:51:52] <sllide> i could remember it being hated by alot of people
[17:52:01] <Tomski> By people that dont use libgdx
[17:52:31] <sllide> can you set the draw order of actors now?
[17:52:43] <Tomski> I wouldn't use it for anything than UI though
[17:52:59] <maximtwo> sllide, scene2d for gameplay is most often frowned up on here
[17:53:09] <maximtwo> for ui it is praised
[17:53:15] <maximtwo> except for Table
[17:53:18] <maximtwo> f that thing
[17:53:19] <vixus> heh
[17:53:23] <vixus> table works great for me
[17:53:23] <ravenlord> Tomski: well, it's a UI heavy game :D.. so yeah no choice there
[17:53:27] <Tomski> Table is the best
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[17:53:28] <sllide> i guess thats why
[17:53:31] <Tomski> ravenlord, that too :)
[17:53:32] <ravenlord> I came to low buttons
[17:53:33] <sllide> i used it for gameplay
[17:53:35] <ravenlord> instead of tables
[17:53:42] <ravenlord> love
[17:53:43] <Tomski> Buttons are tables
[17:53:53] <ravenlord> buttons are tables but way cooler :D
[17:53:58] <Tomski> heh
[17:54:14] <ravenlord> Imagin you have to make an entire row click-able
[17:54:17] <kalle_h> jeffol: maximtwo loading times are being dominated by shader compiling because textures are streamed. But its still 6s for shader compilation on my high end desktop
[17:54:18] <ravenlord> imagine*
[17:54:25] <ravenlord> i couldn't figure it out with tables
[17:54:29] <ravenlord> so i used buttons instead
[17:54:39] <ravenlord> and put them into a verticalgroup
[17:54:40] <ravenlord> tada
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[17:55:38] <Tomski> maximtwo, have you ever used Container?
[17:55:42] <maximtwo> yes
[17:55:47] <maximtwo> if it could contain more than one element
[17:55:50] <maximtwo> i'd be happier
[17:55:56] <Tomski> you sicko
[17:55:58] <maximtwo> unless it can now
[17:56:02] <Tomski> Table5lyfe
[17:56:14] <maximtwo> i'm just going to port my layout system to scene2d and be done with it forever
[17:56:21] <maximtwo> i'm not sure why i haven't yet
[17:56:45] <cackling_grandma> I still prefer the flexibility offered by doing my own layout system
[17:58:30] <cobolfoo> cackling_grandma: what kind of flexibility ?
[17:58:43] <ravenlord> well, if I run into unsurmountable problems in scene2d, I might consider it
[17:58:52] <ravenlord> so far it's pretty ok for my needs
[17:58:55] <maximtwo> cobolfoo, yoga flexibility
[17:59:13] <cobolfoo> some widgets can take they day off ?
[17:59:19] <mobidevelop> maximtwo: why should container have more than one element? Then it would just be a table.
[17:59:21] <maximtwo> ravenlord, once you get over the learning curve you're usually fine
[17:59:37] <maximtwo> no it would be a cell within a table
[17:59:54] <mobidevelop> Cells in tables can only have one element
[17:59:58] <ravenlord> we have group
[18:00:03] <maximtwo> ok let me rephrase
[18:00:05] <ravenlord> for stacking elements
[18:00:12] <ravenlord> heh, i learned that much
[18:00:13] <Tomski> Use a Stack!
[18:00:13] <maximtwo> all i want is to not have to use table because every time i do
[18:00:15] <maximtwo> i miss something
[18:00:18] <maximtwo> and nothing gets drawn
[18:00:22] <mobidevelop> Lol
[18:00:24] <maximtwo> and i spend an hour figuring out why
[18:00:48] <Tomski> Did you sacrifice something to scene2d god?
[18:00:53] <ravenlord> i meant stack
[18:00:55] <ravenlord> pft
[18:01:26] <ravenlord> maximtwo: my tables are drawn pretty nicely
[18:01:45] <maximtwo> the api of table just breaks my brain
[18:02:04] <maximtwo> its my own fault
[18:02:16] <maximtwo> i shouldnt be so dumb
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[18:05:23] <ravenlord> http://imgur.com/JWiBgL5 - full of tables and scene2d
[18:05:27] <ravenlord> so it's not that bad
[18:06:27] <Opetion> looks cool :D
[18:06:30] <maximtwo> pretty neat
[18:07:30] <ravenlord> i wish i had more time... don't we all
[18:07:32] <maximtwo> really all i can bitch about is my laziness for not wanting to read the manual
[18:08:31] <Opetion> ahah... tell me about it. x) that or not having the need to sleep at night...
[18:09:03] <ravenlord> maximtwo: reading the manual isn't my thing either :(. I usually do it step by step: hit into a problem, dig around for a solution
[18:09:22] <maximtwo> well i normally have no issues reading the manual with normal stuff
[18:09:28] <maximtwo> something about Table makes me not want to
[18:10:06] <vixus> i don't understand what the difficulty with table is
[18:10:21] <maximtwo> i dont either
[18:10:27] <maximtwo> and that's kind of my point
[18:10:29] <vixus> no i mean
[18:10:33] <vixus> i find it really easy to use
[18:10:50] <Opetion> when you guys talk about manual you are talking about wiki / api doc? or something else that i'm not aware? :P
[18:10:54] <vixus> i haven't done anything too crazy with it yet though
[18:11:05] <vixus> Opetion: manual = wiki + api :D
[18:11:20] <ravenlord> use the code Luke..
[18:11:23] <vixus> or sometimes just looking at the code yeah
[18:11:35] <Opetion> ok thanks. :) just making sure there isn't a secret manual explaining stuff :P
[18:11:38] <maximtwo> there are a lot of things with scene2d that i would expect to be implicit but you have to explicitly set
[18:11:43] <Tomski> docs are overated
[18:11:57] <maximtwo> like i said, it just breaks my brain
[18:12:11] <maximtwo> it might have changed since the last time i've used it
[18:12:21] <maximtwo> since it gets like 500 commits per day
[18:12:24] <Opetion> just uses '.' and look for the method which names feels better? :P
[18:12:36] <ravenlord> Opetion: yea, same here...
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[18:12:49] <maximtwo> but some of them you would expect to be set automatically based on previous input
[18:13:09] <maximtwo> i dont have time to cry about Table any more today
[18:13:13] <maximtwo> tune in tomorrow
[18:13:29] <Xoppa> http://googleblog.blogspot.nl/2014/10/android-be-together-not-same.html
[18:13:50] <Opetion> damn it even blogspot is blocked around here :\
[18:14:49] <Xoppa> android 5.0 will be released friday
[18:14:58] <Tomski> Partttttttttay!
[18:15:07] <jeffol> I'll bring the adapters.
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[18:15:16] <Opetion> yeah \o/
[18:15:18] <Tomski> byoa
[18:15:21] <Opetion> thanks for the tl;dr
[18:15:55] <maximtwo> i thought this meant free phones for everyone
[18:16:03] <Tomski> Hey mobidevelop does your android-tv look as fancy as that UFO
[18:16:26] <Tomski> http://www.google.com/nexus/player/
[18:17:29] <maximtwo> when did circle become the new rounded rectangle?
[18:17:57] <Tomski> Rolls better
[18:17:58] <Opetion> lol
[18:18:12] <maximtwo> haha good point
[18:18:21] <Tomski> I think its also a roomba
[18:18:38] <Tomski> When you go to bed it wakes up and starts cleaning your house
[18:18:59] <Opetion> would totally buy it that way
[18:19:33] <maximtwo> i hate my roomba, mine drank all of my pocket sand
[18:19:43] <maximtwo> *ate?
[18:19:53] <ravenlord> maximtwo: since apple patented the rounded rectangle and suing everyone who dares to use it
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[18:20:58] <maximtwo> https://www.dropbox.com/s/j6niwewcqtcmm3p/f-the-man.png?dl=0
[18:21:01] <evident> LOLLIPOP!!! :D
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[18:21:34] <evident> much better than licorice :D
[18:21:46] <maximtwo> i was hoping for lettuce
[18:21:55] <maximtwo> im diabetic =(
[18:22:00] <Tomski> lolliops can be liquorice flavoured
[18:22:16] <jeffol> lollipop release party http://i.imgur.com/CFcTT19.gif
[18:22:33] <Tomski> maximtwo, did you do that in photoshop?
[18:22:48] <maximtwo> nope, ms paint with the smooth shapes plugin
[18:23:19] <Tomski> Want to commission it for me?
[18:23:30] <Tomski> It will go well next to my other shapes
[18:24:10] <maximtwo> it's GPL, sorry man
[18:24:18] <maximtwo> if you open source what you're working on you're fine
[18:24:22] <Tomski> which version?
[18:24:45] <maximtwo> v3
[18:24:49] <Tomski> you bastard
[18:24:52] <mobidevelop> Tomski: no, it looks cooler
[18:25:07] <Tomski> mobidevelop, bet it doesnt roll as good
[18:25:19] <Tomski> https://www.youtube.com/watch?v=7m1h0Hf5uMs
[18:25:38] <maximtwo> lol
[18:25:51] <ravenlord> btw, is there a table function to call so that if i set the bounds of the table it spaces the cells evenly?
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[18:34:32] <ravenlord> also why does setFillParent on a table inside a cell mess it up completely? shouldn't it stretch it as I want?
[18:35:16] * maximtwo smirks
[18:36:06] <maximtwo> http://s2.quickmeme.com/img/37/37b9d82554c946bec447580378bfe43731d5cd84e12f644bbfc764f90908cfce.jpg
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[18:39:41] <nooone> ravenlord: yep, that pretty much sucks...
[18:39:42] <ravenlord> http://imgur.com/j3ED0Ge,z1WWiif
[18:39:55] <ravenlord> nooone: first image is without setfillparent
[18:39:58] <ravenlord> second is with
[18:40:06] <ravenlord> so do we have a bug here?
[18:40:38] <maximtwo> ravenlord, this is exactly the type of stuff i meant earlier
[18:40:38] <nooone> that depends whether you consider it a bug, or a feature
[18:40:47] <dnatstah> I think that's just UI layout in a nutshell, regardless of framework. Bizarre corner cases and things that don't make sense.
[18:41:06] <ravenlord> maximtwo: yeah, some of these are annoying :(
[18:41:17] <Tomski> ravenlord, what is be told to fill parent?
[18:41:26] <maximtwo> you'll spend an hour figuring it out and forget what you did the next time you run into it
[18:41:31] <ravenlord> Tomski: i have a table inside a table
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[18:41:33] <nooone> A Table inside a Cell of another Table
[18:41:41] <ravenlord> the inner one has setfillparent called
[18:41:41] <Tomski> But in that example
[18:41:58] <ravenlord> the table containing bla 1 ..
[18:42:09] <Tomski> Ah
[18:42:23] <Tomski> Use fill and expand on the cell instead
[18:42:44] <nooone> The Cell isn't an Actor
[18:42:49] <nooone> the table is
[18:43:00] <nooone> and the table is the parent
[18:43:02] <nooone> not the cell
[18:43:30] <Tomski> parentTable.add(innerTable).expand().fill()
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[18:44:14] <ravenlord> now it just moved the second table on top of the first row
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[18:44:42] <Tomski> pix
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[18:45:48] <ravenlord> http://imgur.com/pKX6PcI
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[18:47:05] <Tomski> I dont know what you did
[18:47:10] <Tomski> But its safe to say its broken
[18:48:04] <ravenlord> Tomski: i simply called expand and fill
[18:48:08] <ravenlord> as you said
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[18:49:36] <SteWer> Hey guys. I'm looking for a level editor, but NOT tiled-based. It seams pretty hard to find a good one. Any ideas?
[18:50:09] <Tomski> If you can deal with using scen2d for your game http://overlap2d.com/
[18:50:27] <Tomski> ravenlord, sec
[18:50:31] <Flaiker> is there an easy way to slow down my game for debug purposes? Like render the frames normally done in 1 in 10 seconds?
[18:50:33] <ravenlord> solved it
[18:51:04] <ravenlord> calling expand on each of the cells (top row) of the second table
[18:51:51] <ravenlord> + fill when adding second table into the first
[18:52:58] <SteWer> thanks tomski, gonna have a look on overlap2d. Do you know if one can create generic objects with this editor?
[18:54:40] <Tomski> Id assume so
[18:55:16] <ravenlord> Flaiker: wouldn't setting the delta in render() achieve that?
[18:58:16] <kalle_h> Pro tip: You can see how effective your dithering algorithm is by looking screenshot file size.
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[18:59:51] <Flaiker> ravenlord, it should maybe achieve that, but I havent been consistent with giving the delta trough as parameters, so I would propably have to change sth everywhere I used getDeltaTime()
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[19:01:27] <kalle_h> https://www.dropbox.com/s/ta2c5agfshvd11q/DitherOff.png?dl=0 vs https://www.dropbox.com/s/bwh9ytvx6vwfgck/DitherOn.png?dl=0
[19:02:17] <kalle_h> You hardly can see the effect but file sizes are 1.14Mb vs 1.54Mb
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[19:05:20] <kalle_h> lower file size mean less unique colors which is banding
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[19:12:39] <Slijt> so, curious question, how many here work with game dev full time?
[19:15:24] <mobidevelop> Not me
[19:15:50] <nooone> me neither
[19:16:01] <jeffol> I do
[19:16:26] * nooone bows to jeffol.
[19:17:06] <jeffol> I quit my job (using Unity3D - YUCK) and raised some startup money to employ myself and an artist to make libGDX ios/android games
[19:17:36] <ravenlord> not me either.. i usually write stuff on embedded systems
[19:18:14] <duke> [19:17:14] <jeffol> I quit my job (using Unity3D - YUCK) < Whats so bad about Unity?
[19:18:48] <jeffol> The products that we made were continually bulky, bloaty, slow pieces of software
[19:19:01] <duke> Hmm
[19:20:07] <ravenlord> jeffol: you can do that in any framwork I guess, you just have to try hard enough
[19:20:13] <jeffol> Lol, yeah, true
[19:20:19] <jeffol> afk, bbiab, lunch
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[19:22:06] <ravenlord> well, it seems to be working, so one more ui element added, about 100 to go
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[19:36:18] <jeep> hello, first time to be here. Can you guys see my msg?
[19:36:29] <Scrittl> yep
[19:36:54] <jeep> nice, got it
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[19:38:51] <jeep> I have a wired question here. I can not make the group render right. the imagebutton in the group can only rendered in the orginal aspect ratio.
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[19:42:09] <jeep> for example, the size of imagebutton is 256*256, i put it in a group.It is rendered fine with the size of 256*256 or 128*128 or any aspect ratio equal to this.
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[19:43:47] <jeep> But I can not change the imagebutton size to some like 90*256,if I do so,it will still keep the 1:1 aspect ratio to be 90*90
[19:44:42] <jeep> Can anyone give me some advice?
[19:44:59] <jeep> I am using the 1.4.1 ,the newest libgdx
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[19:53:05] <Scrittl> Do you have some code to pastebin?
[19:53:21] <Scrittl> I am not sure where you want to resize it
[19:53:36] <jeep> yes
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[19:55:20] <jeep_> public void create () {
[19:55:21] <jeep_> stage = new Stage();
[19:55:21] <jeep_> // GP
[19:55:22] <jeep_> Texture texture1 = new Texture(Gdx.files.internal("data/badlogic.jpg"));
[19:55:24] <jeep_> TextureRegion tr = new TextureRegion(texture1);
[19:55:26] <jeep_> Image image = new Image(tr);
[19:55:30] <jeep_> Group gp = new Group();
[19:55:30] <jeep_> ImageButton ib = new ImageButton(new Image(tr).getDrawable());
[19:55:32] <jeep_> ib.setSize(90, 256);
[19:55:34] <jeep_> gp.addActor(ib);
[19:55:36] <jeep_> gp.setPosition(0, 0);
[19:55:38] <jeep_> stage.addActor(gp);
[19:55:40] <jeep_> gp.debugAll();
[19:55:42] <jeep_> }
[19:57:40] <jeep_> I want to be able to change the ascpect ratio of the image
[19:57:47] <Tomski> Hey jeep, if you want to share code please use pastebin.com
[19:58:32] <jeep_> sorry, let me check it out
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[20:00:25] <jeep_> here is the code.
[20:00:26] <jeep_> http://pastebin.com/PpabukVP
[20:01:18] <jeep_> Its so simple.I dont know how could it be wrong
[20:03:10] <jeep_> Really appreciate you guys attention
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[20:10:48] <ravenlord> jeep: the image gets resized to your groups size
[20:12:49] <ravenlord> jeep: so basically you have to resize your group
[20:13:02] <ravenlord> i think
[20:13:30] <jeep_> I have tried this,it did not work
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[20:18:53] <jeep_> actually, if I set the image to 90*256,the group size will be 90*256,but the image size will be 90*90 to keep the acpect ratio 1:1 as the orginal
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[20:51:54] <jeep> I got the answer now.A reply from the badlogic forum tell me replace imagebutton to button ,then it works.
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   October 15, 2014  
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