[00:00:35] <dermetfan> nems808: can you send me the tile map?
[00:00:47] <nems808> just a second
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[00:04:00] <nems808> the same email?
[00:04:18] <dermetfan> maybe tickets at dermetfan dot uservoice.com is better
[00:05:21] <nems808> ok, just sent it
[00:06:54] <nems808> name of the joint to apply force
[00:06:59] <nems808> rearWheel = (WheelJoint) parser.getJoints().get("wheelJrear");
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[00:07:38] <dermetfan> uh, it still didn't arrive
[00:09:05] <nems808> that's cuz I'm sending it from the other side of the world lol
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[00:12:25] <dermetfan> still nothing... o.O
[00:13:27] <nems808> what the hell :)
[00:13:50] <nick-chilln> java.lang.OutOfMemoryError: Java heap space ? I have 16 gigs of memory
[00:14:55] <nems808> i have 3 emails of yours, sent it to all of them. sorry
[00:15:02] <kalle_h_> java can't use that all
[00:15:17] <dermetfan> nick-chilln: you need to assign memory to the vm too, try -Xmx1G
[00:15:28] <nick-chilln> dermetfan: you have seen this before?
[00:15:35] <kalle_h_> nick-chilln: you can set how much JVM can use memory with launch params
[00:15:55] <kalle_h_> is the defaults as small as 256Mb
[00:16:03] <nick-chilln> gotcha
[00:16:12] <Xoppa> check eclipse.ini (if you're using eclipse)
[00:16:39] <dermetfan> nems808: now it arrived twice at one email and nowhere else lol
[00:17:44] <nems808> haha damn I cant even send emails, why in the world am I even trying to program games lol
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[00:26:00] <nick-chilln> anyone seen this? android.ICU: No supported ICU data file found in /usr/share/icu
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[00:34:21] <nick-chilln> com.github.jtakakura:gradle-robovm-plugin:0.0.9 should that verison be increased?
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[00:38:41]
<dermetfan> nems808: a wheelJoint motor rotates around the local anchor of bodyB, yours was setup as if it rotated around bodyA. here's the corrected file: http://pastebin.com/vC4U6YLb
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[00:45:38] <nems808> damn, thanks dermetfan!!
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[00:46:37] <nems808> I thought the order for bodyA and bodyB didn't matter? but I guess I was wrong.
[00:47:02] <nems808> Is there a way to flip an object (polygon) in Tiled?
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[00:47:53] <dermetfan> right click -> flip
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[00:49:23] <nems808> wait, what version is this? I do not see that option
[00:49:30] <nems808> I know that tiles can be flipped
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[00:49:42] <nems808> objects too?
[00:49:58] <Mellar> Hi everyone! ^_^
[00:51:21] <dermetfan> version 0.10.1, the daily build
[00:52:02] <nems808> thanks! need to update
[00:52:08] <nems808> no need for RUBE now :)
[00:54:14] <dermetfan> RUBE is still way more comfortable ^^
[00:54:32] <dermetfan> but costs...
[00:56:56] <kalle_h_> 30$
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[00:58:07] <kalle_h_> Why ppl are comfortable to spend hundreds and hundreds of hours for coding and making games but not willing to put couple dime to software that would help in that
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[00:59:11] <Mellar> Guys, I've made android app using android sdk, no libgdx at all. But now I've understood that I want to add some specific animation in one of my activities
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[00:59:52] <Mellar> and in the same time I don't wanna get rid of all this stuff with pure glES. I want to do it in easy way.
[00:59:57] <Mellar> So, the question is how to use libgdx tools in existing pure android sdk project?
[01:00:10] <dermetfan> kalle_h_: because i don't do any box2d editing so the $30 would be a waste in my case
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[01:01:37] <dermetfan> nems808: lol now it arrived on the other account
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[01:04:17] <Mellar> or it's rather easier to add animation and other graphics stuff using just android sdk?
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[01:09:40] <mobidevelop> Create a viewport implementation that doesn't center
[01:12:16] <MDr4z0r> will try, thank you
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[01:15:01] <mobidevelop> Or override the ylupdate method and call setScreenX/Y
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[01:42:50] <Cynokil> anyone know of a good tutorial for the ashley entity system? the docs seem rather lacking of usage and example
[01:43:00] <nick-chilln> gradle experts awake?
[01:43:26] <hextileX> just ask
[01:44:00] <nick-chilln> null/platform-tools/adb is an error i get when deploying and I checked my local.properties = "sdk.dir=/Applications/android-sdk-macosx"
[01:44:08] <nick-chilln> i dont understand why its null
[01:44:12] <hextileX> Cynokil: look at the wiki from ashley and example games on github
[01:44:27] <nick-chilln> i dont want to hack in the path in the build.gradle file
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[01:45:43] <hextileX> nick-chilln: are you sure the path is correct?
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[01:46:18] <hextileX> maybe you need to update adb (api level 20)
[01:46:39] <nick-chilln> ok
[01:46:44] <nick-chilln> i'll hack the path to test it
[01:47:46] <hextileX> this is what I think first
[01:48:10] <hextileX> are you using gradlew from libgdx? or did you install gradle yourself?
[01:48:20] <nick-chilln> i used the default setup
[01:48:31] <nick-chilln> but server since i upgrade eclipse, ive had problems
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[01:48:57] <hextileX> try to use gradle outside of eclipse
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[01:49:02] <hextileX> in the console
[01:49:52] <nick-chilln> ok
[01:50:01] <nick-chilln> i need to reboot
[01:50:07] <nick-chilln> brb
[01:50:16] <hextileX> ok
[01:50:27] <hextileX> im off. hope you will find the problem soon
[01:50:32] <hextileX> cy
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[02:45:42] <aegamesi> So... new Android API tomorrow? :)
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[03:22:48] <Lingo> has import com.esotericsoftware been removed now?
[03:22:57] <Lingo> i just updated and the imports are dead
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[03:31:25] <Lestat> what are you trying to use from esoteric?
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[05:37:16] <Guest91809> What's the recommended way to handle graphics if using Box2D to handle the game physics?
[05:37:50] <Guest91809> As in, something more presentable than the debugRenderer
[05:38:05] <Guest91809> I would appreciate any advice
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[05:50:06] <Lestat> first make a texture atlas, add your images there as "regions". Then simple get the body position plus rotation to draw them on the screen
[05:51:32] <dauntless26> Render with the batch. You can use the batch directly but i tend to use sprites
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[06:44:11] <dauntless26> Lol why is it that every tileset creator I find cost money? It's such a primitive tool.
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[06:49:34] <dauntless26> No i have that
[06:50:14] <dauntless26> I mean a tool where you select individual images and it combines them into a single sprite sheet
[06:51:13] <LiquidNitrogen> just do stuff by hand
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[07:28:36] <nooone> dauntless26: what about TexturePacker?
[07:28:42] <nooone> it does exactly that
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[07:29:13] <dauntless26> Lol yep i just found it.
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[10:10:31] <hissing_girl> I created a particle emitter and render it. It ran but showed nothing
[10:10:33] <hissing_girl> any clues?
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[10:22:55] <mk1> hissing_girl: code?
[10:23:31] <needhash> hissing_girl, upload code to pastebin
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[10:24:13] <hissing_girl> I so want to do the opposite of that
[10:24:59] <needhash> hissing_girl, not here plz
[10:26:22] <hissing_girl> I'm doing it I swear!
[10:27:31] <needhash> hissing_girl, so?
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[10:29:03]
<hissing_girl> http://pastebin.com/y3qk0dJp the strange thing is I use a custom batch and all of the draw methods is set to only throw errors
[10:29:14] <hissing_girl> but I got no errors, that mean it never bothered to draw.
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[10:31:29] <needhash> didn't you forget to instantiate MainMenu by chance?
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[10:32:50] <hissing_girl> it run and show everything else normally
[10:33:04] <needhash> you can just set breakpoints in your IDE instead of exception throws
[10:33:56] <needhash> I suggest you to see LibGDX tests, they cover every aspect of framework, and compare their code to yours
[10:34:04] <hissing_girl> I use custom draws. I use exception so I know when to code in those functions lol.
[10:34:21] <mk1> hissing_girl: investigate the effect. does it really have any modificators? what happens in render?
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[10:36:56] <needhash> if it can help
[10:37:28] <Stillmatic> Hi! I have problems using ScalingViewport. Can anybody help me? Question is: how to set the camera to the visible area of my ScalingViewport to place SCENE2D widgets regardless screen aspect ration? My world coords - 32 / 18 (16: 9). When i set 640:480 (4:3) the world coord must be 24 / 18 (visible area) but they are still 32 / 18.
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[10:39:21] <needhash> Stillmatic,
[10:39:21] <needhash> ScalingViewport viewport = new ScalingViewport(
[10:39:21] <needhash> Scaling.stretch,
[10:39:21] <needhash> Gdx.graphics.getWidth() * scaleRatio,
[10:39:21] <needhash> Gdx.graphics.getHeight() * scaleRatio);
[10:39:47] <needhash> Stillmatic,
[10:39:47] <needhash> public void resize(int width, int height) {
[10:39:47] <needhash> stage.getViewport().setWorldSize(
[10:39:48] <needhash> Gdx.graphics.getWidth() * scaleRatio,
[10:39:48] <needhash> Gdx.graphics.getHeight() * scaleRatio);
[10:39:50] <needhash> stage.getViewport().update(width, height, true);
[10:39:52] <needhash> }
[10:41:22] <kojjootti2> eh? Please dont mess up my screen :D
[10:41:50] <Stillmatic> Scaling.fill for me
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[10:42:14] <hissing_girl> needhash, pastebin please? XD
[10:42:17] <hissing_girl> so ironicĂ
[10:42:26] <needhash> Stillmatic, scaleRatio in my code means the how much space one virtual pixel occupy
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[10:42:37] <needhash> hissing_girl, )))
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[10:42:45] <needhash> hissing_girl, there is no much code
[10:43:00] <hissing_girl> that's more than 2 lines of code, sir
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[10:43:24] <needhash> Stillmatic, I tried several Scaling.* and that one fit
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[10:43:38] <needhash> hissing_girl, okay
[10:43:45] <andrew910> hello. I want create a Label with different color font. For example a label show: "i have 7 cakes", the (i have) are black color, "7" are red color, cakes are red color. Are there any Classes in libgdx can display like this?
[10:45:02] <needhash> andrew910, you are lucky, that feature was just implemented
[10:45:15] <Stillmatic> needhash, please copy code, I accidentally stumbled from chat
[10:45:36] <mk1> andrew910: Label
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[10:46:28] <needhash> andrew910, you should use this markup in label text
[10:46:52] <andrew910> <mk1>: ok ,thanks .
[10:47:34] <hissing_girl> libgdx: 0/10 particles, FPS: 60
[10:47:41] <hissing_girl> so.... it does nothing?
[10:48:31] <needhash> Stillmatic, I can send you whole Eclipse project if you want
[10:49:32] <Stillmatic> needhash, yes, pls
[10:50:13] <andrew910> needhash. Do you mean the latest libdgx sdk can show different color text in a label?
[10:50:41] <needhash> andrew910, as I know yes
[10:50:56]
<hissing_girl> http://i.imgur.com/VphY3t4.png left: what it look like in the editor. Central: what it look like as rendered in the test class.
[10:50:58] <needhash> andrew910, LibGDX is framework
[10:51:18] <andrew910> mk1, needhash: thank both of you.
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[10:54:33] <needhash> Stillmatic, I hope you know how to import it
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[10:56:27] <Stillmatic> needhash, thank you very much! I'll deal with the code and import
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[10:59:45] <tommy_the_dragon> hi all
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[11:06:06] <hissing_girl> oh finally it worked
[11:06:37] <hissing_girl> I used draw(batch) which permanently lock the particle effect at time 0, which draw nothing because no particles have been generated
[11:07:13] <needhash> hissing_girl, how did you fixed it?
[11:07:34] <hissing_girl> by using the proper draw(batch float delta), which (correctly) crashed the game
[11:08:00] <needhash> hissing_girl, nice)
[11:08:13] <hissing_girl> effect.draw(spriteBatch , Gdx.graphics.getDeltaTime()); to be exact
[11:10:55] <tommy_the_dragon> is there a way I can load a file from assets folder within a platform project?
[11:11:21] <tommy_the_dragon> If I recall correctly using Gdx.files.internal will crash?
[11:11:40] <needhash> tommy_the_dragon, try it
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[11:15:14] <tommy_the_dragon> yeah, NPE
[11:15:27] <tommy_the_dragon> in Android project
[11:16:19] <hissing_girl> assets folder is the base of internal in android project.
[11:16:28] <hissing_girl> I dont know why it crashed.
[11:16:39] <hissing_girl> what did you try to open?
[11:16:49] <hissing_girl> tommy_the_dragon?
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[11:19:35] <tommy_the_dragon> just a png
[11:19:41] <needhash> Can anybody tell why current build.xml file have version 1.3.1-SNAPSHOT? Did somebody forget to update it or it's ok?
[11:20:57] <tommy_the_dragon> but I think it's because you can't use Gdx.files.internal before the core project is initialized
[11:21:18] <tommy_the_dragon> I might be wrong
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[11:25:27] <hissing_girl> tommy_the_dragon, what's the error you got?
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[11:26:15] <tommy_the_dragon> NPE
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[11:27:14] <tommy_the_dragon> Gdx.files is null I think
[11:27:45] <hissing_girl> tommy_the_dragon, is that the original thread?
[11:28:05] <hissing_girl> IIRC you need context for it to work, which mean same as original thread.
[11:28:36] <tommy_the_dragon> that's not my problem
[11:29:16] <tommy_the_dragon> no
[11:29:26] <hissing_girl> hmm
[11:29:27] <hissing_girl> code?
[11:32:34] <hissing_girl> what does the "Blame" function do?
[11:37:45] <tommy_the_dragon> I'm 99% sure the NPE is down to the fact the application isn't initialized yet...
[11:38:04] <tommy_the_dragon> That's what I remember and that's what google is telling me
[11:38:39] <tommy_the_dragon> IE i need to run AndroidApplication.initialize() before I can access Gdx.files
[11:40:51] <hissing_girl> I personally never do gdx.file before initialization...
[11:41:13] <hissing_girl> what does this do? gl_FragColor = v_color * texture2D(u_texture, v_texCoords)
[11:41:31] <tommy_the_dragon> well I need to grab some xml at that stage, in every platform project
[11:42:23] <hissing_girl> then I suggest you to do it with platform-specific loader from the platform-specific main class
[11:42:39] <hissing_girl> that is, before you even fire up the application.
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[11:43:51] <tommy_the_dragon> I guess i'll do that
[11:45:02] <hissing_girl> hmm what's vec4 * vec4 equal to?
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[11:45:47] <dauntless26> A gdx application needs to be running before the Gdx methods can be used. I got a npe today doing the same thing.
[11:47:19] <tommy_the_dragon> yeah
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[11:49:21] <hissing_girl> from time to time I stumble upon an article vilifying singletons
[11:49:43] <hissing_girl> but since libgdx does it, it cant be that bad.
[11:50:15] <hissing_girl> anyway, what's vec4 * vec4 equal to!?
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[11:52:27] <opetion> wasn't understanding the meaning of vilifying and google didn't help this time www.google.pt/search?q=vilifying+singletons
[11:53:07] <opetion> in case it isn't the same news " 'Shame!' Adverts in Turkey vilify singletons | EuropeNews "
[11:54:40] <tommy_the_dragon> loool
[11:54:58] <opetion> i know what is singleton pattern
[11:55:21] <hissing_girl> which's what calling Gdx.OhHiThere does.
[11:55:29] <opetion> i'm just not native in english :P
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[11:55:41] <hissing_girl> hey me either.
[11:56:04] <opetion> and didn't associate vilifying with vile or whatever x)
[11:56:08] <hissing_girl> I started practicing english only slightly before I started coding, which's about 7-8 years ago.
[11:57:52] <hissing_girl> so what's vec4*vec4 again?
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[12:06:58] <[twisti]> opetion: do you know what a villain is ?
[12:08:10] <opetion> [twisti]: yes, yes i already understood what vilifing meant :)
[12:08:34] <[twisti]> oh, alright
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[12:09:25] <opetion> first time read it as vilflying so i just copy pasted to google and tought it was funny the result xD
[12:09:28] <[twisti]> hissing_girl: libgdx does a ton of stuff that is generally considered bad programming practice, some because for gfx frameworks speed > doing things proper, and some because libgdx developers come from a C world
[12:11:09] <[twisti]> and vec4*vec4 is vec4
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[12:15:27] <opetion> never spent much time on the source, so I don't have much idea of the quality of code. I wish I had more time D:
[12:15:44] <opetion> [twisti]: do you suggest any book or readings about quality of code?
[12:15:59] <[twisti]> sorry, no idea
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[12:17:34] <LiquidNitrogen> yeah it looks fun
[12:18:30] <opetion> np. Actually never researched much on the subject so my practices are much from my degree / a bit from work environment
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[12:19:43] <opetion> really cool art
[12:21:58] <[twisti]> im a big fan of that cartoonish cell shading style
[12:22:40] <hissing_girl> [twisti], I dont like how they half-assed their planetary annihilation project
[12:23:02] <hissing_girl> and has the balls to kickstart for a similarly large project
[12:23:08] <[twisti]> yeah i didnt give them money either because of my disappointment with PA
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[12:23:33] <[twisti]> but i wasnt aware other people were similarily disappointed
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[12:23:52] <esvee__> finally figured out a good way to work with libgdx scene2d ui - google's Guava EventBus. :D
[12:23:54] <[twisti]> im a single player/campaign guy, and it didnt have anything in that aspect, but i thought it was a big success on the multiplayer side
[12:23:54] <hissing_girl> /v/ is very dissapointed
[12:24:14] <esvee__> decouple all ze thingz
[12:24:48] <esvee__> listenerz r ze evil
[12:24:57] <[twisti]> 4chan or reddit ?
[12:25:57] <hissing_girl> I dont browse reddit. 4chan is more, for a lack of words, instinctive.
[12:26:12] <hissing_girl> what work for 4chan work for reddit. Not the other way around.
[12:26:32] <opetion> i hate gaming subreddits
[12:26:59] <hissing_girl> oh right, the right word is primeval :)
[12:27:06] <hissing_girl> closer to human nature, kind of.
[12:27:11] <mobaxe> how can i do that positioning and width & height
[12:27:28] <hissing_girl> tinypic got blocked by noscript, sorry.
[12:27:37] <hissing_girl> kindly use imgur
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[12:27:58] <mk1> mobaxe: do NOT make game states a switch case thing
[12:28:02] <mk1> it'll break your neck
[12:28:26] <mobaxe> what should i do
[12:28:28] <hissing_girl> hey I did that when I started out :D
[12:28:47] <hissing_girl> you either make more screens or make more game handler
[12:28:59] <mk1> or write a state manager
[12:29:19] <mk1> anyway, you should encapsulate your states in classes that implement some state interface
[12:29:29] <hissing_girl> game handler goes hand in hand with state manager :D
[12:29:46] <mk1> yeah, ok
[12:30:15] <hissing_girl> screen is more "pure" but there're less things you can pass around using them.
[12:30:34] <hissing_girl> (without making mk1 getting pissed, that is)
[12:30:53] <hissing_girl> public everything technically work!
[12:31:52] <mobaxe> what you mean with game handler
[12:32:22] <opetion> no,no, no just public static everything (* starts running*)
[12:33:20] <hissing_girl> mobaxe, for each major state you use either a different screen or handler to resolve it.
[12:33:40] <hissing_girl> so like if it's game over you show different thing and react differently to input
[12:33:50] <hissing_girl> so it make sense to create a seperate class to do that
[12:33:58] <hissing_girl> and switch between them as needed.
[12:34:26] <mobaxe> get it ty
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[12:36:18] <mobaxe> and what do you guys are thinking about that polygon texturing thing ? Am i doing wrong ? if its correct how can i do repeating texture (10x10) to all polygon.and how to get this polys width & height & x,y
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[12:41:31] <esvee__> use the gdx-ai FSM
[12:41:42] <esvee__> for game state
[12:41:54] <esvee__> (instead of writing your own)
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[12:43:07] <Stillmatic> Anybody speak russian?
[12:43:14] <esvee__> me
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[12:44:00] <esvee__> but only in american film style russian anti-hero voice
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[12:46:20] <opetion> x)
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[12:46:44] <esvee__> kidding, i actually do speak native russian.. why?
[12:47:34] <Stillmatic> =)
[12:49:29] <mobaxe> positioning and repeating texture to polygons.All i need is
[12:55:03] <mk1> esvee__: I'm thinking about supporting Russian in my app. Would you like to translate some stuff for me?
[12:55:16] <esvee__> mk1, sure thing
[12:55:28] <esvee__> give me the english string collection and i'll translate it
[12:58:20] <evident> hi guys... is there an easy way to transform an Array<Vector2> into a float[] ? For my vertices... or do I have to iterate manually and fill the float[]?
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[12:59:36] <mk1> esvee__: pm
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[13:12:21] <evident> why can't I use ShapeRenderer to render a filled Polygon? It only supports drawing them as lines... that sucks :(
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[13:42:15] <cackling_grandma> hey mobaxe, late response but I forgot to mention
[13:42:35] <cackling_grandma> what you were doing with those switches is a known antipattern called god object
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[13:45:50] <TEttinger> and it totally works, until you need to change something
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[13:46:48] <TEttinger> I mean my 6K line classes in C# are easy enough to refactor. if they get too much bigger or encompass more than they need to, that's a problem
[13:47:30] <cackling_grandma> well functional libraries can grow as long as they want
[13:47:41] <mobaxe> ty guys im googling right now to learn much
[13:47:41] <cackling_grandma> it's the linchpin classes that pose the most problems
[13:48:24] <TEttinger> my C# stuff isn't split into lib/app, it's just an app
[13:48:55] <cackling_grandma> sounds like my single-class solitaire homework I made
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[13:50:10] <TEttinger> which is kinda a god class
[13:50:33] <cackling_grandma> you should print them out and enshrine them
[13:50:40] <TEttinger> they aren't done yet!
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[14:07:52] <Deejay_> Can one align Scene2D widgets to the middle vertically, or only centred horizontally?
[14:13:08] <mk1> however you like it
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[14:43:20] <dermetfan> god i hate writing html and all that shit
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[14:46:43] <kalle_h> I feel so happy. Fixed super hard bug like boss
[14:47:14] <kalle_h> Multihredead shader loading sometimes crashed for some random reason. No hints at all.
[14:47:26] <TEttinger> nulls in all the places
[14:48:01] <kalle_h> Then I looked code like 3hours and noticed that it has something to do with custom reflection code. macro/template/meta programming(not my code)
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[14:48:22] <kalle_h> It's added RTTI information lazily when it was needed first time
[14:48:43] <kalle_h> That was to prevent some compile time problems
[14:49:29] <kalle_h> So I added force initilizer to Register func and it fixed everything
[14:49:40] <kalle_h> just this tiny piece of vomit. static const auto& XT_CONCAT(s_forceInit, __LINE__) = static_cast<const xt::RTTITypeClass&>(getRTTIType(xt::Meta<Class>())).getFields();
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[14:50:03] <TEttinger> blurgh
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[14:55:56] <[[derek]]> Hey, I keep getting a null pointer error when trying to load in my tiled map, but when I use the super-koalio example tmx map it works fine
[14:56:31] <TEttinger> pastebin
[14:56:47] <TEttinger> you're using something before it has been assigned a value
[14:57:33] <[[derek]]> all I'm changing is a string
[14:57:50] <[[derek]]> map = new TmxMapLoader().load(tmxLocation);
[14:58:14] <[[derek]]> when tmxLocation is equal to the super-koalia example, everything works fine, but when its my own tmx map, error
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[15:01:37] <[[derek]]> this is odd
[15:01:52] <[[derek]]> if I give it a bogus file, I get an error parsing file excpetion
[15:02:06] <TEttinger> try giving it a blank string
[15:02:07] <TEttinger> ""
[15:03:12] <[[derek]]> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.SerializationException: Error parsing file:
[15:03:41] <TEttinger> k, then your file is invalid somehow
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[15:04:02] <TEttinger> what line is the NPE thrown on?
[15:06:05] <Stillmatic> I am still looking for the cause of ScalingViewport in Scalling.fit mode. Gdx.gl.glViewport(viewportX, viewportY, viewportWidth, viewportHeight); - what does it mean?
[15:06:38] <Stillmatic> viewportX = -100 for example
[15:06:45] <[[derek]]> the one where I load the tiled map
[15:06:50] <[[derek]]> I pasted it ealier
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[15:07:39] <TEttinger> Stillmatic, why are you using glViewport in combination with ScalingViewport?
[15:08:01] <TEttinger> scalingviewport (I think) does that on its own
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[15:08:05] <Stillmatic> Im not using I saw how it works
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[15:10:15] <Stillmatic> viewportX = -100 what does that men?
[15:10:30] <Lingo____> anyone have any tips on running SSL ? I cant find any info in the forum
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[15:10:54] <heysuz> does libgdx support ssl on ios and android?
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[15:20:02] <nexsoftware> heysuz, it should work
[15:20:14] <heysuz> k, thanks
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[15:33:39] <kojjootti2> made polygons with box2d?
[15:33:59] <mobaxe> ye polygon shape
[15:35:56] <mobaxe> kojjootti2 or do you know how i can fill my polygons with repeating texture
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[16:43:43] <jeffol> YAY ANOTHER DAY OF GAME PROGRAMMING
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[16:53:57] <ravenlord> hi
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[16:54:41] <ravenlord> i do have to wonder about fonts.. why the f* look the same font size (ie. 14pt) for different fonts, completely different
[16:55:25] <ravenlord> i mean, shouldn't they have the same height at least
[16:55:33] <ravenlord> isn't it that what the 14pt means?
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[17:07:11] <Oonej> hello fellow libgdxers!
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[17:11:46] <Ashiren> ohayo
[17:12:53] <n3o59hf> Ashiren, good morning :)
[17:13:34] <n3o59hf> (If I understood language correctly)
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[18:52:48] <Lecherito> got a new work :D
[18:53:16] <Tomski> a wat
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[18:53:48] <jeffol> a work.
[18:54:03] <jeffol> new Work(job);
[18:54:08] <Tomski> professional cow Lecherito ?
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[18:54:20] <Lecherito> yes!
[18:54:23] <Lecherito> free milk for everyone
[18:54:42] * jeffol latches on to whatever titty is necessary for milk consumption
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[18:54:57] <Tomski> Lecherito, sounds like a solid business plan
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[18:55:33] <Lecherito> xDD
[18:55:47] <Lecherito> from now on i'll be a backend programmer for a sports betting webpage, lol
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[18:56:12] <Tomski> backdoors please
[18:56:52] <Lecherito> everyone answers the same :D
[18:57:05] <Tomski> $.$
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[19:12:55] <maximtwo> anybody here that uses Artemis-odb in their project?
[19:14:24] <vestu> no but I play Artemis bridge simulator at work sometimes
[19:14:28] <vestu> if that counts
[19:15:35] <maximtwo> haha
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[19:17:54] <maximtwo> nvm i figured it out
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[19:18:44] <Lecherito> maximtwo: !!11
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[19:18:56] <maximtwo> hey milky
[19:19:17] <jerome[fr]> hi
[19:19:19] <Lecherito> what's up dude
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[19:19:51] <maximtwo> not much man, just working on a little game demo
[19:19:56] <maximtwo> how about you?
[19:19:58] <maximtwo> hey jerome[fr]
[19:20:13] <Lecherito> got a new job
[19:20:17] <maximtwo> oh sweet
[19:20:21] <Lecherito> and I've got the game a lot better!
[19:20:32] <maximtwo> grats on the new job
[19:20:46] <Lecherito> finally i'll earn like a poor, not like a retard
[19:21:17] <Tomski> Ive got a job for you
[19:21:51] <Lecherito> that scares me
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[19:26:31] <maximtwo> Tomski gives the best jobs, don't worry
[19:26:53] <Tomski> You just have to be good at driving fast, and carrying lots of fruit
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[19:30:12] <Lecherito> wat
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[19:34:39] <Tomski> wooooo kalle_h !!!
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[19:35:33] <maximtwo> did i miss something?
[19:36:01] <Tomski> hardland early access is on steam
[19:36:08] <maximtwo> oh sweet
[19:37:05] <maximtwo> i dont see it
[19:37:14] <maximtwo> maybe not in NA market yet or something
[19:37:32] <jerome[fr]> CAMERA_WIDTH = 20; CAMERA_HEIGHT = 15;
[19:37:39] <Tomski> maximtwo, did you get the downloads before hand?
[19:37:46] <maximtwo> no
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[19:38:38] <jerome[fr]> ho, its works now, a problem of x and y i mean
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[19:40:27] <jerome[fr]> its the top left corner the reference of BitmapFont.draw, that my error :s
[19:40:49] <bobabongi> hi everyone
[19:41:03] <jerome[fr]> hi bobabongi
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[19:41:10] <bobabongi> Tomski, davebaol: i feel much more secure now that you tagged gdx-ai with 1.4.0 :)
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[19:42:06] <bobabongi> a week ago i forgot i was using the snapshot, got surprised by a method name change... then i came back to reason
[19:43:00] <bobabongi> the steering behaviors are a lot of fun
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[19:51:51] <Lecherito> damn, I must make the movement of the bullets smoother and I have no idea why xD
[19:51:54] <Lecherito> how*
[19:54:10] <bobabongi> Lecherito, smoother ?
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[19:55:25] <Lecherito> they dont seem "natural/smooth"
[19:56:14] <Lecherito> That is what i use to move the bullets (with moveBy())
[19:56:23] <mutilator> they look plenty smooth
[19:56:27] <mutilator> they're just boring to look at
[19:56:35] <mutilator> thats likely more the problem than anything else
[19:58:17] <Lecherito> I was actually thinking to do it with vectors instead of that way
[19:58:19] <maximtwo> Lecherito, i think i might have just what you're looking for
[19:59:22] <mutilator> maybe make it decelerate?
[19:59:29] <Lecherito> what do you have, sir maxim?
[19:59:54] <Lecherito> and with vectors, I could make bullets to rotate, that way i could have arrows as "bullets" too
[20:00:32] <maximtwo> Lecherito, one sec, trying to find the code
[20:00:37] <Lecherito> oki
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[20:01:27] <Lecherito> mutilator: those bullets are just examples, i've done an editor and everyone will be able to add their bullets that's why they look boring :p
[20:01:53] <mutilator> Lecherito: i just mean there is no.. notification of movement
[20:01:57] <Lecherito> a dude is making a map with spoons as turrets and jelly as mobs xD
[20:02:01] <mutilator> it just appears, moves, and disappears
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[20:02:34] <bobabongi> hmm i'm having trouble loading the gif (it's just my connection) but looking at the code i notice that velocity is not normalized
[20:03:08] <bobabongi> ie you could have velocity.len() == sqrt(2)*bulletSpeed, as well as ==bulletSpeed
[20:03:13] <Lecherito> mutilator: there are sounds, and my knowledge is still small
[20:04:15] <maximtwo> i call it with these params: smooth(smoothedPosition, targetPosition, dt, 0.1f, 0.1f);
[20:04:23] <maximtwo> soothedPosition is an out parameter
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[20:04:38] <maximtwo> target would be the enemy position
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[20:04:44] <Lecherito> I saw it, gonna try
[20:04:49] <maximtwo> tweak the response times to your liking
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[20:05:24] <bobabongi> yay the gif loaded. is it voluntary that bullets "seek" the target ?
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[20:05:51] <bobabongi> a normal bullet would be fired, have a given direction/velocity by the time it's fired, and keep it
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[20:06:23] <maximtwo> i think he wants homing bullets
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[20:09:08] <Lecherito> homing?
[20:09:15] <maximtwo> follows the target
[20:09:19] <Lecherito> yup
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[20:09:30] <Lecherito> now they follow but it seems weird
[20:09:36] <Lecherito> tho it's better with the smooth thing
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[20:11:13] <maximtwo> Lecherito, how does it behave with response time = 0
[20:11:54] <maximtwo> actually that will just move it right away
[20:12:03] <maximtwo> now i remember what that method does
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[20:13:34] <maximtwo> Lecherito, set the response time higher
[20:13:42] <maximtwo> i think that's the time it takes to reach the target
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[20:13:59] <Lecherito> I will try calculating the direction from the bullet to the mob and moving it by delta*bulletspeed in that direction
[20:14:29] <maximtwo> there are a million ways of doing it, it really depends on the effect you're going for
[20:15:03] <bobabongi> i think it'll be easing for you to get the feeling if you spawn the enemies further from the source - we can't really see the bullet's behavior
[20:15:06] <bobabongi> easier*
[20:15:24] <maximtwo> that's a good point as well
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[20:15:32] <Tomski> And 120fps
[20:15:34] <Lecherito> ye, i saw it too late :p
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[20:18:22] <Lecherito> I'll try a bunch of things, if i can't come up with anything i'll cry for help later xD
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[20:19:05] <lxknvlk> I've learned to use libgdx's preferences to save data, but how can i save data to google play could?
[20:19:13] <lxknvlk> cloud*
[20:19:34] <Lecherito> the left side is what it does right now
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[20:19:44] <Lecherito> and i'd like it to be like the second one T=turret, M=mob
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[20:20:17] <lxknvlk> Lecherito, whats that/
[20:20:36] <Lecherito> my painting skills
[20:20:37] <Lecherito> that's a cow
[20:20:46] <lxknvlk> i thought so
[20:20:50] <Lecherito> :D
[20:21:03] <lxknvlk> is that some kind of a trajectory?
[20:21:10] <Lecherito> yep
[20:21:20] <Lecherito> turret shooting a mob
[20:21:44] <lxknvlk> u use phyics?
[20:22:15] <Lecherito> it's just 2d with no acceleration etc
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[20:23:06] <lxknvlk> first thing i though about when looking at the screenshot
[20:23:09] <lxknvlk> was that its a cow!
[20:23:12] <lxknvlk> and the second was
[20:23:17] <lxknvlk> that u need a formula
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[20:23:47] <lxknvlk> that counts pixels , for example one that draws squares/ellipses
[20:23:53] <lxknvlk> pixel positions*
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[20:24:06] <lxknvlk> but its an overkill
[20:24:12] <lxknvlk> probably there is an easy way to do it
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[20:29:36] <bobabongi> i just wrote it so it's not tested, but i have a working c++ snippet somewhere (without libgdx's Vector2) if needed
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[20:37:43] <lxknvlk> I've learned to use libgdx's preferences to save data, but how can i save data to google play cloud?
[20:37:59] <Lecherito> bobabongi: that works pretty good :o
[20:38:13] <bobabongi> \o/
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[20:39:58] <Lecherito> :D
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[20:40:33] <bobabongi> hmm seems weird, i just noticed a typo
[20:40:52] <bobabongi> line 28 should be sub(position) instead of sub(source)
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[20:41:37] <bobabongi> i guess the code won't work if the enemies take a u-turn
[20:41:53] <bobabongi> target-position won't change so the bullet will keep on going straight
[20:42:01] <bobabongi> i'm editing the gist
[20:42:38] <bobabongi> test edge cases ;)
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[20:44:26] <bobabongi> typo again in my message, read "target.sub(source) wouldn't change"
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[20:48:59] <knobber> does anyone know why a FrameBuffer could just be white? I am drawing to a FrameBuffer using a shapeRenderer, then drawing the framebuffer's texture to a batch in my render method, but all I am getting is a white rectangle that covers the upper-right quadrant of my game's screen
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[21:06:10] <knobber> in fact, i am not even 100% sure I am having the right flow for this problem... I am trying to generate a lot of little elements for my game procedurally, so I've been doing it this way: Create a framebuffer for each object, begin framebuffer, draw from shaperenderer into framebuffer, end framebuffer, then draw each framebuffer into the spritebatch in my main render loop... but for some reason, all I am getting from my framebuffers i
[21:07:42] <Lecherito> yey
[21:07:57] <Lecherito> now bullets rotate towards the mob and it seems awesome
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[21:09:55] <Mollymus> knobber, resolving the framebuffer for each object seems like an awful lot of work for a simple task? Why dont you just drwa immediatly to your main target?
[21:11:22] <knobber> instead of using the shaperenderer to draw to the screen each time i just want to draw to some object, apply a shader to it maybe (once, statically, to give it a bit of an effect), then instead of doing that repeatedly just draw this new object to the screen
[21:13:45] <gentlemandroid> "You are better than 92.2% of all users"
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[21:13:59] <gentlemandroid> Aw yea typing skillz, who wants an autograph?
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[21:14:58] <gentlemandroid> knobber, I would build a Mesh
[21:14:59] <abs25> why doesnt camera.unproject doesnt take viewport gutterWidth/height into consideration
[21:15:20] <knobber> i am not sure what you mean in this context
[21:16:04] <gentlemandroid> A Mesh is a set of verts and faces, or just verts if you're doing GL_POINTS or GL_LINES
[21:16:18] <gentlemandroid> You could build the Mesh and just render that
[21:16:24] <knobber> build a mesh for each object?
[21:16:40] <gentlemandroid> What sort of objects are these?
[21:16:59] <knobber> it is just a simple breakout-style game where I try to make each level graphically distinct in some way
[21:17:08] <knobber> so rectangles, circles, lines
[21:17:11] <knobber> points
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[21:17:31] <knobber> (i am just trying to learn at this stage, not make a great release game or anything like that)
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[21:17:35] <gentlemandroid> What's wrong with the shaperenderer?
[21:17:46] <abs25> what is not problem with shaperenderer?
[21:17:54] <mutilator> it doesnt produce AA graphics automatically
[21:18:04] <mutilator> AAA*
[21:18:06] <knobber> well, i cannot apply shaders to what i put out from the shaperenderer directly
[21:18:16] <knobber> (as far as i know)
[21:18:46] <abs25> why would you apply shader on a line anyway?
[21:18:52] <gentlemandroid> Yea what kind of a shader are we talking about?
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[21:19:32] <knobber> i just gave a line as an example of how simple these objects are, not necessarily something to be shaded... and just noise or cool effects shaders, e.g. for the background i'm playing around with some voronoi regions
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[21:20:19] <abs25> so u dont want to apply shaders on lines?, why did u ask about it then?
[21:20:53] <knobber> it was less about the lines and points being shaded and stored in some static object and more for the rectangles and circles
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[21:21:46] <abs25> draw circles with textures?
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[21:22:04] <gentlemandroid> You can access the ImmediateModeRenderer of the ShapeRenderer and provide your own shader there
[21:22:11] <gentlemandroid> getRenderer()
[21:22:38] <abs25> gentlemandroid, can I ask you something?
[21:22:51] <gentlemandroid> abs25, Is it about my typing skillz?
[21:22:59] <abs25> no :P
[21:23:07] <gentlemandroid> Then yes
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[21:24:09] <abs25> I dont know how to get right coordinates for my GUI objects input->colision checking on different resolutions, I am using special camera for gui objects and doing cameraGUI.unproject(blabla).x - viewport.getleftgutteriwdth/2 and it doesnt work, left gutterwidth returns wrong values and etc
[21:24:14] <abs25> how should I go around this problem?
[21:24:19] <knobber> ah, that's helpful thank you gentlemandroid, but at this point i am now wondering if it is even a feasible idea to do something like what i was planning to do... generate these individual elements, store them individually into something like a texture (or what i've been trying to do, fbo), and then draw them from this object directly to the screen instead of regenerating them each frame
[21:24:39] <Tomski> knobber, seems sensible enough
[21:24:52] <Mollymus> gentlemandroid, where do we test our typing skills?!
[21:24:57] <gentlemandroid> knobber, If they're simple shapes it's probably just as fast to poop them into the immediatemoderenderer
[21:25:21] <Mollymus> ah
[21:25:33] <gentlemandroid> Be warned, there's a 92.2% chance I'm better than you
[21:25:39] <gentlemandroid> I think, I failed statistics
[21:25:54] <knobber> Tomski: what would be the right structure to store these things in? does an fbo fit the bill or is there something more reasonable
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[21:25:55] <Mollymus> what WPM count did you hit?!
[21:26:17] <gentlemandroid> abs25, I dunno man I'd have to fiddle with it
[21:26:47] <knobber> and i am not sure how to poop them into the immediatemoderenderer gentlemandroid
[21:26:48] <gentlemandroid> That's one of those things I could likely only solve if I stumbled through it
[21:26:58] <abs25> gentlemandroid, You are better than 95.74% of all users (position 6635 of 155703 - last 24 hours)
[21:27:04] <gentlemandroid> Mollymus, 80 wpm
[21:27:11] <Mollymus> You are better than 99.54% of all users (position 711 of 155673 - last 24 hours)
[21:27:13] <Mollymus> =)
[21:27:13] <Mollymus> 120
[21:27:20] <abs25> Words per minute (WPM) 91
[21:27:20] <abs25> Keystrokes 476
[21:27:21] <abs25> (455 | 21)
[21:27:21] <abs25> Correct words 85
[21:27:21] <abs25> Wrong words 3
[21:27:22] <abs25> I suck
[21:27:22] <Tomski> knobber, draw to fbo taget, and grab the texture from it
[21:27:25] <gentlemandroid> :(
[21:27:38] <abs25> + I dont use all 10 fingers
[21:27:38] <Mollymus> think my top mark is 135 or something on that site!
[21:27:44] <abs25> more like 9 -8
[21:28:00] <abs25> damn man
[21:28:09] <abs25> I dont understand why leftgutterwidth is returning wrong values
[21:28:18] <gentlemandroid> I just thought it was funny the way they worded it, "You're better" not "Your typing is better"
[21:28:24] <Mollymus> :D
[21:28:37] <Mollymus> clearly typing is the only thing that matters
[21:28:50] <knobber> Tomski: when you say draw to fbo target, you mean begin the fbo, draw to it using whatever methods i want, then end it and in my render method grab the fbo's texture using fbo.getcolortexture() and put it into my spritebatch?
[21:29:02] <gentlemandroid> I hope not, there's 7.8% of people that are better than me in that world
[21:29:25] <Tomski> knobber, draw regions of that texture when you want to
[21:29:33] <gentlemandroid> knobber, What are you going to do with the FBO? Are you doing screenspace effects with it?
[21:29:51] <Tomski> But as gentlemandroid said, it all depends on what you are wanting to do
[21:30:08] <knobber> i am not sure what screenspace effects means
[21:30:53] <gentlemandroid> I'd just do it all with the ImmediateModeRenderer
[21:31:04] <gentlemandroid> See what that gets you, then work on optimizing it later
[21:31:47] <gentlemandroid> I mean the SpriteBatch is essentially going to draw a similar Mesh from your little fbo generated sprites
[21:31:55] <gentlemandroid> As to what the IMR would
[21:32:36] <Tomski> but batching
[21:33:33] <abs25> Tomski, how can I get right coordinates for gui when working with multiple screen resolutions and fitViewport(gutters )?
[21:33:44] <knobber> so the imr will just draw to the screen? basically throw everything into the gpu w/o grouping it up into chunks like the batch would?
[21:34:30] <Tomski> abs25, right coordinates from what?
[21:34:36] <abs25> input
[21:35:25] <Tomski> knobber, it still does batching, as long as you use it correctly
[21:35:25] <abs25> I tried unprojecting with Gui camera, and hten substracting half of gutter width, but it doesnt work because gutter width isnt returning expected values
[21:35:59] <knobber> okay, i will do some research then, thanks for your patience and help
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[21:38:10] <Tomski> abs25, you have multiple cameras?
[21:38:19] <abs25> yes seperate one for GUI
[21:38:36] <Tomski> But you aren't using a viewport with your gui?
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[21:40:17] <abs25> Tomski, no
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[21:41:49] <Tomski> So what exactly are you trying to do? Your gui camera is separate to the one with gutters, why are you taking gutters into consideration?
[21:42:20] <abs25> I am trying to make gui, you got a point
[21:42:31] <abs25> so I should connect cameraGUI with viewport too?
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[21:48:14] <EyeOfMidas> anyone have experience with Decals?
[21:48:46] <Tomski> Yep abs25
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[21:48:59] <Tomski> sure EyeOfMidas
[21:49:33] <EyeOfMidas> How do/can I apply materials like I can use for models?
[21:49:38] <EyeOfMidas> or environments?
[21:51:19] <EyeOfMidas> I suspect it has something to do with the shaders in the GroupStrategy
[21:51:33] <EyeOfMidas> but I'm not sure where to start.
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[21:55:36] <Tomski> You cant
[21:56:26] <EyeOfMidas> I mean, of course I can; it's just like any other 3D environment. Do I need to do it manually?
[21:56:43] <Tomski> You can't with the stock Decal stuff
[21:56:48] <EyeOfMidas> gotcha
[21:56:48] <Xoppa> don't expect too much from decals, its basically spritebatch 3d. it needs an overhaul to be made compatible with the new 3d api
[21:57:35] <EyeOfMidas> yea. They're exactly what I want
[21:57:41] <EyeOfMidas> but unfortunately not updated
[21:58:46] <EyeOfMidas> If I were to explore updating Decals, is there a particular example I'd want to model the changes after?
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[22:02:33] <EyeOfMidas> so ModelBatch is the goal I'm aiming for.
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[22:04:44] <EyeOfMidas> is there any requirement for backwards compatibility?
[22:06:06] <Slijt> anyone use largeheap in android manifest?
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[22:09:14] <mobidevelop> I've used largeheap before
[22:10:15] <Xoppa> i don't think that a decals implementation using materials/environment/renderableprovider/etc can be backwards compatible
[22:10:48] <EyeOfMidas> It could be; I could just make a Decal3D or something and leave the old one in place
[22:11:23] <Slijt> mobidevelop: I just wanted to confirm, I set the option inside the <activity> part, right? in the android manifest
[22:11:36] <EyeOfMidas> I figure trying to do it would help me learn 3D stuff better
[22:11:51] <EyeOfMidas> and if I succeed, it helps everyone
[22:11:53] <Slijt> mobidevelop: so like this, <activity android:largeHeap="true"
[22:11:55] <Slijt> as an example
[22:12:00] <EyeOfMidas> and if not... well, at least I learned something
[22:12:28] <mobidevelop> Slijt: that's an application attribute
[22:13:08] <Slijt> mobidevelop: so I set it inside the application attribute then, not the activity?
[22:13:18] <mobidevelop> Correct
[22:13:39] <Slijt> mobidevelop: <application android:label="@string/app_name" android:icon="@drawable/icon" android:largeHeap="true">
[22:13:46] <Slijt> mobidevelop: like that?
[22:15:06] <Xoppa> EyeOfMidas, for learning purposes you probably would want to look at (the batching implementation of) spritebatch, changing material or environment flushes the batch (adds a Renderable)
[22:15:53] <Xoppa> ow mobidevelop did you saw my gl array test commits earlier this week?
[22:16:14] <mobidevelop> Slijt: yep
[22:16:42] <Slijt> mobidevelop: thanks for confirming, I felt something was wrong :D
[22:17:08] <mobidevelop> Xoppa, I saw but did not look at it on a computer so don't have any comments at this point
[22:17:28] <EyeOfMidas> huh. The DecalBatch and SpriteBatch render code is really similar
[22:17:59] <Xoppa> EyeOfMidas, you dont want to focus on the render code, but on the batching code
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[22:19:51] <mobidevelop> Should just be jnigen right?
[22:20:35] <mobidevelop> Otherwise, it guess it it javah
[22:20:45] <mobidevelop> *would be
[22:21:12] <mobidevelop> Yeah, looks like plain old javah
[22:21:47] <Xoppa> i added the methods in there, ran gdxbuild and... nothing happened :D
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[22:24:59] <Xoppa> hmm.. looks like no build script calling javah, will try to invoke manually, thanks.
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[22:29:55] <EyeOfMidas> If my game project uses gradle, but I want to use a local libgdx build...
[22:30:21] <Tomski> Use maven install
[22:30:37] <EyeOfMidas> I did. libgdx now has a 1.4.2-SNAPSHOT installed in my m2 repo
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[22:30:48] <Tomski> Add mavenLocal() to repos in your project build script if its not there already
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[22:31:09] <EyeOfMidas> in the build.gradle ?
[22:31:25] <Tomski> The build.gradle file in the root dir of your project
[22:31:33] <EyeOfMidas> ok. I already have it there
[22:31:40] <EyeOfMidas> does that mean it will check my local maven repos first?
[22:31:49] <EyeOfMidas> if I set my gradle project to 1.4.2-SNAPSHOT ?
[22:32:05] <Tomski> It checks the repos in order as they are declared
[22:32:16] <Tomski> But it will always choose the latest one if you are using snapshot classifier
[22:32:24] <EyeOfMidas> so if mavenLocal() is first...
[22:32:33] <Tomski> It just means it will check there first
[22:32:43] <Tomski> If there is a more recent 1.4.2-SNAPSHOT in another repo, it will use that
[22:32:49] <EyeOfMidas> ah, ok
[22:33:05] <EyeOfMidas> so how do I force it to use mine?
[22:33:25] <Tomski> Either install after every official libgdx snapshot
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[22:33:38] <Tomski> Or use a different version for your local libgdx build
[22:33:48] <EyeOfMidas> ok.
[22:33:51] <EyeOfMidas> Thanks :)
[22:34:27] <Tomski> I guess you could also remove the snapshots repo if you dont rely on it for anything else
[22:34:51] <EyeOfMidas> typically I won't want snapshots unless I'm deving locally
[22:35:03] <EyeOfMidas> so it won't hurt if I remove it?
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[22:35:28] <Tomski> Unless you are using something from there, nope
[22:35:35] <EyeOfMidas> cool
[22:35:35] <megasoft78> hi guys
[22:36:14] <Tomski> o/
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[22:40:18] <megasoft78> to port libgdx games on Windows Phone 8?
[22:40:46] <gentlemandroid> There was grumblings about removing Decal anyway
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[22:41:03] <gentlemandroid> So if you can bring the new sexy it would probably be appreciated
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[22:42:06] <gentlemandroid> The 3d particles stuff doesn't even use Decals, they're kind of orphaned
[22:46:01] <gentlemandroid> Any opinions on the best 10" android tablet?
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[22:57:51] <Cynokil> how do i overlay a texture on to an arbitrary shape?
[22:58:39] <Cynokil> like filling a shaperenderer circle with a png or something?
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[23:09:30] <davebaol> hmm... is mit license compatible with apache license?
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[23:14:35] <knobber> is it okay to combine different types of rendering? e.g. a shaperenderer for some things and a spritebatch for others? any reason that would desirably be avoided?
[23:15:01] <Ashiren> nah
[23:15:09] <Ashiren> i dont see any obstacles for that
[23:15:51] <davebaol> bobabongi: I renamed "steer" to "calculateSteering" because steering behaviors produce a movement request
[23:16:13] <davebaol> bobabongi: they don't steer at all :)
[23:16:41] <bobabongi> yup, totally made sense
[23:18:31] <bobabongi> i'm having trouble limiting an agent's speed using box2d though
[23:18:43] <bobabongi> i know i should put linear damping on the body, which solves my problem
[23:19:02] <bobabongi> i was just wondering if calculateSteering() ever outputs negative linear accelerations ?
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[23:19:34] <bobabongi> if that's the case i shouldn't need to specify linear damping - or did i miss something ?
[23:21:51] <davebaol> sure, any vector can be an acceleration
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[23:22:12] <davebaol> and no, you're not forced to use linear dumping
[23:22:18] <davebaol> damping*
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[23:28:08] <bobabongi> cool, that's what i understood
[23:28:34] <bobabongi> right now it seems like when the agent exceeds the maximum speed defined in the limiter, i don't get a "braking" linear acceleration from the steering behaviour
[23:29:01] <bobabongi> going to triple-check before i shout though, printf() debugging is in progress :)
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[23:30:49] <jmmmmm> Hi I'm having problems with robovm in-app purchase binding; anyone here that can help?
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[23:32:14] <jeffol> jmmmmmm: Have you updated RoboVM/libgdx/IAP bindings all to the latest?
[23:32:16] <davebaol> bobabongi: you should limit max speed in your Steerable implementation
[23:32:30] <jeffol> jmmmmmm: that was my problem,being on the latest robovm solved it
[23:32:48] <jeffol> jmmmmmm: not to mention, the IAP binding was fixed on Monday
[23:33:18] <jmmmmm> yes.. libgdx 1.4.2-snapshot, robovm 1.0.0 alpha 4, in-app purchase 1.0.0-snapshot
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[23:34:09] <jmmmmm> I'm still getting a java.lang.no such method error when doing a product request...
[23:34:19] <davebaol> bobabongi: especially, "Controlling top speed in character's update"
[23:34:21] <bobabongi> i tried to simplify the problem by calling behavior.setLimiter(new FullLimiter(...))
[23:34:53] <jeffol> jmmmmm: Oh :o I haven't actually implemented the code myself, just tied it to my project :/
[23:35:04] <bobabongi> yeah i'm supposed to have done that - must have missed something though
[23:35:08] <bobabongi> working on it
[23:36:06] <Oonej> anyone familiar with the Ashley api?
[23:37:36] <jmmmmm> jeffo1 ... could you please explain how you tied it to your project?
[23:37:40] <bobabongi> Oonej, yup
[23:38:28] <Oonej> I'm looking over the Super Jumper project to learn how to utilize this api, and i'm confused as to when the game does a Gdx.gl.glclear...
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[23:39:27] <jeffol> jmmmmm: Just as the robovm ios bindings wiki says, I import the binding projects I need (just the in-app-purchase-ios one for now), it is now in my workspace. Then, on MyProject-ios project, right click, properties, Java Build Path, "Projects" tab, click "Add...", check in-app-purchase-ios
[23:39:52] <bobabongi> hmm i haven't checked this project out - having a look
[23:41:18] <jmmmmm> so you didn't use Gradle
[23:41:24] <jeffol> Yes, I did use gradle.
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[23:41:34] <jeffol> I import the bindings as a gradle project
[23:41:44] <jmmmmm> did you have to modify the root build.gradle?
[23:41:52] <jeffol> no
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[23:44:21] <jmmmmm> now i'm really lost; l'll go over it again, thanx for your help.
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[23:47:03] <Tomski> jmmmmm, you just need the jar, and add the dependency to your build script
[23:47:17] <Oonej> bobabongi i found it. It occurs in the SuperJumper class in its render method i believe
[23:47:43] <bobabongi> oh you were just looking for it ?
[23:47:46] <bobabongi> shift+ctrl+f
[23:48:00] <bobabongi> searches for a string in all your project :)
[23:48:05] <Oonej> well, its in there numerous places but not in the 'GameScreen;
[23:48:16] <Oonej> which is throwing me off
[23:52:12] <jmmmmm> Hi Tomski- i download the .jar from the "index of robovm iOS bindings" page shown in the instructions on the robovm page, added to the libs folder, and added compile fileTree(dir: 'libs', include: '*.jar') to the root build.gradle file as instructed
[23:52:40] <Tomski> jmmmmm, ios/libs folder?
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[23:55:25] <jmmmmm> yes... and that was copied automatically into the referenced libs folder which shows the current snapshot; seems like everything is there but when I test I get the java.lang.no such method that other people used to get
[23:56:23] <jmmmmm> i have gdx 1.4.2 snapshot and robovm 1.0.0 alpha 4
[23:56:55] <Oonej> asside from the SuperJumper demo, is there a better demo out there for the usage of Ashley api?
[23:57:00] <Tomski> jmmmmm, whats the error?
[23:57:43] <jmmmmm> java.lang.no such method
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[23:58:10] <jmmmmm> happens during product.request(string)
[23:58:51] <jmmmmm> Seems like others were having this issue but seemed to be resolved with latest bindings; not working for me though....
[23:59:55] <Tomski> Positive your jar is the latest? Not doing some weird merging or something?