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   October 18, 2014  
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[00:02:07] <jmmmmm> It appears that 1.0.0 - SNAPSHOT is the latest and that is what shows in library folder, i've even deleted the .robovm cache folder to force a complete recompile and still getting it.
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[00:04:15] <jmmmmm> is there something I'm missing where a merge could take place? here is the link where I got the bindings from http://libgdx.badlogicgames.com/robovm-ios-bindings/ .... is this the correct page?
[00:07:22] <Tomski> Yep
[00:08:46] <Tomski> jmmmmm, can you pastebin your full stacktrace?
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[00:10:13] <jmmmmm> sure...give me a few minutes..to run it again.
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[00:16:23] <Lecherito> how can I know if an unit (Actor) is visible on screen? I mean the camera is viewing it right now
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[00:18:36] <jmmmmm> Hi Tomski- Sorry it took so long; had to sign up with PasteBin; here is the link to the stack trace http://pastebin.com/fZBcQjUC
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[00:22:31] <Tomski> ah
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[00:23:54] <jmmmmm> and here is my code...http://pastebin.com/RFTtiDLg
[00:26:58] <jmmmmm> i've been struggling with this for about 4 days and im ready to throw my computer out of the window :)
[00:28:32] <bobabongi> davebaol, is Wander supposed to take the maximum speed into account ? judging by the source, it doesn't
[00:30:05] <Tomski> jmmmmm, using robovm alpha-04?
[00:32:30] <jmmmmm> Tomski yes... here is my code but i think it may be off; there is a different method signature for didFinishLaunching() in the sample and in the IOSLauncher file; here is my code http://pastebin.com/RFTtiDLg
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[00:35:17] <dauntless26> You ever poop a poop so long it curled all the way around the toilet bowl and touched you in the anus? Just happened to me and let me tell you that was the scariest thing ever!
[00:38:44] <jmmmmm> Tomski all InAppPurchaseManager's method calls are contained within didFinishLaunching(), I simply copied and pasted this to the IOSLauncher file's didFinishLaunching() method but that probably wasn't correct; was it?
[00:39:00] <Tomski> jmmmmm, good my end.
[00:39:20] <Tomski> I think its a case of something being cached :/
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[00:41:32] <jmmmmm> i removed the .robovm cache folder so to force a complete rebuild several times; is there another cache folder?
[00:42:04] <Tomski> I'd delete the jar from ios/libs, refresh gradle in your IDE
[00:42:58] <Tomski> Make sure its removed from the project, then when it is, redownload a fresh version and reattach
[00:43:22] <jmmmmm> i'll try that.....did you take a look at the code?
[00:43:26] <Tomski> yup
[00:45:20] <jmmmmm> in the sample code, all InAppPurchaseManager method calls are in didFinishLaunching(); since the method signature in IOSLauncher didFinishLaunching() is different, do you think there may be a problem? I couldn't find much on these methods or how they are used in the lifecycle
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[00:46:56] <jmmmmm> is it possible that InAppPurchaseManager can't be instantiated in IOSLauncer didFinishLaunching()?
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[00:50:45] <Tomski> jmmmmm, should be fine,they are both valid constructors
[00:52:04] <jmmmmm> Tomski......okay....thanks again for your help; I really appreciate it; going to give it a try....bye
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[00:56:09] <Lecherito> how can I know if an unit (Actor) is visible on screen? I mean the camera is viewing it right now
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[01:00:24] <Tomski> Lecherito, for culling? Or something else
[01:00:31] <Lecherito> for sounds
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[01:00:48] <davebaol> bobabongi: not all steering behaviors need to know the current linear speed
[01:01:24] <davebaol> bobabongi: basically wander does face + seek
[01:01:59] <davebaol> face is does angular steering, seek linear steering
[01:02:04] <Lecherito> right now, sounds are played everywhere
[01:02:18] <davebaol> bobabongi: and seek doesn't involve max linear velocity
[01:02:23] <Lecherito> and i can hear mobs dying even if im not seeing them
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[01:02:27] <Lecherito> and that's crazy
[01:02:37] <Tomski> Lecherito, you could just use some bounding box check
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[01:03:51] <bobabongi> davebaol, thanks :)
[01:04:09] <bobabongi> confirms what i concluded
[01:04:10] <Lecherito> that's what i dont know how to do :p
[01:04:38] <bobabongi> wouldn't it better to use Arrive instead of Seek in Wander ? with a very low deceleration radius
[01:04:53] <bobabongi> that would allow to respect the maximum velocity
[01:05:10] <bobabongi> i can try that and tell you how it goes
[01:05:48] <bobabongi> otherwise i don't see any way to regulate speed using box2d without postprocessing steeringAcceleration.linear
[01:06:25] <bobabongi> the test uses Scene2D, and velocity is capped during stage.act()
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[01:07:14] <bobabongi> of course there's linear damping at the rescue anyways but...
[01:08:05] <Tomski> Lecherito, you can use methods from your Camera's Frustum, pointInFrustum(x, y, z)
[01:10:56] <Tomski> Or just do a simple rectangle for your visible area and check the bounds of that rect with position of your bodies
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[01:14:12] <Lecherito> damn
[01:14:23] <Lecherito> I'm too tired already, i'll disturb you tomorrow Tomski :p
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[01:39:26] <jeffol> woot! time to get the end of the week build out and go home and partyweekend ^^
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[02:59:57] <Delmadan> is Eclipse really as bad as people make it out to be?
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[03:04:30] <maximtwo> only if you use it to write code
[03:04:40] <maximtwo> for everything else it's amazing
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[03:11:23] <Delmadan> so what is the consensus on what the best IDE for coding is?
[03:12:38] <dauntless26> Eclipse
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[03:15:12] <irbrad> IntelliJ
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[03:21:07] <nick-itsme> https://streamup.com/DJRock_DJAnimal_and_DJMario a little music for your a coden
[03:21:13] <mobidevelop> NetBeans
[03:24:13] <Cethos> vim
[03:24:38] <nick-itsme> netbeans gives me gas
[03:24:40] <nick-itsme> i dont know why
[03:27:08] <Lestat> notepadd++ works perfectly to me
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[03:30:23] <Cethos> Usually I code in android studio or in vim. I don't even know what I don't like about eclipse. The best IDE is the one that works best for you.
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[03:31:32] <Cethos> Just make sure you try them all at least once. ;-)
[03:35:45] <dauntless26> I code in the command line
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[03:36:12] <irbrad> Cethos: except emacs?
[03:36:13] <Delmadan> lol dauntless26
[03:37:32] <Cethos> Never tried emacs to be honest
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[03:42:14] <dauntless26> If you try emacs make sure to watch the video of stallman eating that thing off his foot
[03:42:30] <Cethos> lol
[03:42:47] <Cethos> emacs: Total Installed Size: 103.34 MiB - could it be that emacs is a little bit... fat?
[03:43:34] <Lestat> Eclipse is the best right now
[03:43:35] <dauntless26> Lol what
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[03:48:40] <Cethos> So I'm sitting here at 3:48am, watching Richard Stallman eating something from his foot. I completely forgot how I love hanging around in IRC <3
[03:51:21] <irbrad> Cethos: it might be 104MB but how many text editors can say they have a full clone of Tetris in them?
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[03:51:58] <Cethos> What... k, installing it.
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[03:55:33] <Cethos> Ok, emacs has a clone of Tetris in it. So I will keep it... for now.
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[03:58:53] <dauntless26> Lol
[04:01:29] <Cethos> Good night. And thanks for Tetris and Stallman's foot. ;)
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[04:51:42] <nick-itsme> https://streamup.com/Nick <-- i'm streaming techno music if anyones needs some tunes
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[05:05:24] <andymac> hi, I just published my game in the app store and had a user complain that they couldn't install with an INSTALL_FAILED_INSUFFICIENT_STORAGE error. Is this a problem with my app or the guy's device?
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[05:07:44] <andymac> also, is this a good example to follow if I want to let users post scores to facebook?
[05:07:49] <andymac> http://gamedev.stackexchange.com/questions/59263/how-can-i-post-scores-to-facebook-from-a-libgdx-android-game
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[06:03:41] <knobber> if I have a vertex shader acting on a rectangle, is it possible to set the vertex position of vertices so it would potentially be no longer a vertex? Or, maintain a rectangle shape but 'squeeze' the top and bottom vertices together?
[06:05:40] <TheChubu> yup
[06:06:02] <TheChubu> i mean, in the vertex shader, you can mess up the vertices positions as much as you want
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[06:07:39] <knobber> is there any facility for me to determine which vertex i'm working with or am i going to have to do some math for that
[06:10:43] <knobber> nevermind, vertexid is what i was looking for
[06:10:48] <knobber> this stuff is so cool
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[06:14:31] <Delmadan> knobber, you can also access verts directly within LibGdx if you're playing with Sprites
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[06:17:08] <knobber> right now i'm just playing around with vertex shaders after doing some stuff with fsh... how would I do what you say in the scope of libgdx?
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[06:30:46] <Delmadan> knobber, http://pastebin.com/9ee5wjWE
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[06:46:48] <andymac> hi, I asked earlier, but no one answered...
[06:46:52] <andymac> I just published my game in the app store and had a user complain that they couldn't install with an INSTALL_FAILED_INSUFFICIENT_STORAGE error. Is this a problem with my app or the guy's device?
[06:49:08] <LunarPathway> andymac, I have had that error before while trying to install apps on my own phone, in every case I have found so far, it was my phone, or my treatment of my phone
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[06:50:30] <LunarPathway> have him try a complete powerdown/powerup, and remind him that when he removes his phone from being linked to his computer, he should do so via the SafeEject feature of his OS
[06:51:50] <LunarPathway> another possibility is that even if it isn't him fouling up his internal storage with unsafe ejecting, he should also try looking at actual physical space available
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[07:00:34] <knobber> Delmadan: thanks for that
[07:00:57] <andymac> thanks Lunar, from all I found it seemed like this error only occurs when trying to install apps on an emulator or a test device. I guess I'll just pass along the info that you posted and see what he says.
[07:02:11] <LunarPathway> believe me, I sympathize with him, I went three months without updating any apps because of that error before the Walmart sales guy at the electronics counter suggested it might be unsafe ejecting.
[07:02:36] <LunarPathway> frustrating as all get out
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[08:35:32] <Cynokil> my eclipse us making a 'é' when i type '/'. how to stop that? i have on idea why it's doing that
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[08:43:50] <TEttinger> Cynokil, it's probably a shortcut or you have an AltGr key and don't realize it
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[11:29:55] <mobaxe> hi, what im doing wrong ? I can't draw polygon shape with repeating textures http://paste.ubuntu.com/8583685/
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[11:35:28] <LiquidNitrogen> mobaxe: just draw it plain for now and get the rest of the game working
[11:37:39] <mobaxe> i didnt get what you said, i just want to fill my polygon with repeating (10x10) texture for terrain
[11:38:48] <mobaxe> when i draw like this, i get a rectangle with repeating texture http://paste.ubuntu.com/8583716/
[11:44:41] <LiquidNitrogen> i dont know how to do it. are you still carrying on with the game or sinking time into the terrain?
[11:46:27] <mobaxe> im stuck at terrain.Just left some minor things to do.
[11:47:21] <LiquidNitrogen> there is some texture repeat flag perhaps
[11:47:38] <LiquidNitrogen> i dont know where or how
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[11:55:36] <mobaxe> let me show in here maybe someone knows..and if you have a look at this, maybe you can see something that i didnt see LiquidNitrogen
[11:55:47] <mobaxe> http://postimg.org/image/y2nlhq6nj/ and http://paste.ubuntu.com/8583775/
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[12:58:40] <lxknvlk> where does libgdx store preferences file on an android device?
[13:01:40] <Xoppa> lxknvlk, http://developer.android.com/guide/topics/data/data-storage.html
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[13:03:21] <lxknvlk> there is no information about what i asked
[13:04:21] <Xoppa> you asked where libgdx stores the preferences, the answer is that is stores them in the android shared preferences as shown on that website
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[13:05:51] <lxknvlk> but where the file is located on an android device?
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[13:08:37] <Xoppa> http://stackoverflow.com/questions/6146106/where-are-shared-preferences-stored
[13:09:47] <lxknvlk> i can use google, ive seen that question
[13:09:53] <lxknvlk> there is no package on my device
[13:10:08] <[twisti]> "no package" ?
[13:10:31] <lxknvlk> in adnroid/data
[13:10:45] <lxknvlk> there is no package like the package if my game is
[13:11:07] <[twisti]> http://stackoverflow.com/questions/6146106/where-are-shared-preferences-stored does not mention android/data
[13:11:32] <lxknvlk> data folder is empty
[13:11:40] <lxknvlk> in the root folder
[13:11:47] <[twisti]> then youre looking at the wrong one
[13:15:29] <lxknvlk> looks i will not need to encrypt the preferences file, as user can not find it :D
[13:16:55] <mobaxe> yo how can i fill this polygon with repeated textures and fit into my polygons ? http://postimg.org/image/y2nlhq6nj/ http://paste.ubuntu.com/8583775/
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[13:21:46] <[twisti]> have you tried setting the texture to repeat
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[13:23:07] <mobaxe> could you check the links i pasted
[13:24:21] <[twisti]> i never really worked with polygons
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[13:26:43] <mobaxe> :(
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[13:45:34] <Nodragem> Hi, :) it is the first time I use IRC :/, I'm wondering if I can use Java 8 expression in my LibGDX code, what do you think?
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[13:46:15] <[twisti]> hi, and welcome
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[13:46:22] <[twisti]> you can, but android does not support java 8
[13:46:29] <[twisti]> nor does gwt i believe
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[13:47:24] <[twisti]> so basically it will only work for desktop, and only people who have java 8 installed
[13:48:50] <Nodragem> ha :/ that's not good :/ I thought Java was compiling in something like java bytecode, and then I thought that won't be a problem to compile in bytecode from Java 8 or 7 or 6 or whaterver :/
[13:51:18] <[twisti]> you can compile to a lower level bytecode, but then you cant use higher level features
[13:51:27] <Nodragem> So I will keep on Java 6. ... That actually rise an other question. I saw there is people using Scala to program in LibGDX. Does that mean they can't work on iOS and Android also?
[13:52:54] <[twisti]> i know nothing about scala
[13:54:56] <Nodragem> Thank you for your answer :) what are the high level features you speak about? Do you mean that if I compile in a lower level bytecode, I won't be able to do things like Hot Swapping? or are you speaking about something else?
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[13:56:19] <[twisti]> things like lamdas, streams, new classes or methods, that kind of thing
[14:00:04] <Nodragem> ha yeah ok, I see :) I can use Java 8 to compile in Java 6 bytecode, but I can't use the features specific to Java 8. Ok, so I keep on java 6. Thank you for your answers :D have a good day!
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[14:48:23] <lxknvlk> aargh, ive tried to rename my project, and it broke
[14:48:38] <lxknvlk> then i renamed it back and now it cant find assets folder
[14:51:12] <Ashiren> then make new project with new name and copy assets and sources
[14:51:14] <Ashiren> [solved]
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[15:00:22] <Neomex> what would you use for in-app purchases?
[15:00:25] <Neomex> are there any libraries?
[15:01:46] <Xoppa> Neomex, https://github.com/libgdx/gdx-pay
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[15:02:59] <lxknvlk> Ashiren, thanks, didnt expected that solution to be so easy :D
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[15:03:47] <lxknvlk> is that libgdx pay compliant with google play policy
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[15:27:03] <Shorttail> How do I make a text field focused initially?
[15:29:59] <nooone> Stage.setkeyboardFocus(textField)
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[15:42:10] <Shorttail> Nice, thanks
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[16:01:06] <mobaxe> anyone here used polygons ? polygonshape polygonspritebatch polygonregion or smth ?
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[17:29:06] <musy> hello
[17:29:26] <musy> question : did anyone ever try to synchronize two musics using libgdx ?
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[17:35:34] <Nodragem> what do you mean by "to synchronize" two musics?
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[17:36:05] <matthewt> wild guess: beat matching
[17:36:15] <musy> I mean two music with same duration and bpm, starting at the same time, and synchronized
[17:36:32] <musy> not at all
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[17:39:23] <musy> oh yes
[17:39:30] <musy> thought you were talking about a music game
[17:39:59] <musy> so simply just two musics started at the same time and having the same position all along the playing
[17:41:22] <Nodragem> ... so that's not so simple in libgdx?
[17:41:39] <musy> nope
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[17:42:20] <musy> on my core i7, there are 5ms position difference
[17:42:31] <musy> and no setPosition() function to correct
[17:44:40] <Nodragem> :/ I have no idea how to resolve that problem. Can I ask a question meanwhile?
[17:45:23] <codi^r> are 5ms noticeable?
[17:46:25] <codi^r> thats probably the time to this audio lib needs setup everything, open the streams, start streaming etc
[17:46:40] <musy> yes exactly
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[17:47:24] <musy> oh it's not 5ms, it's 50
[17:47:36] <codi^r> oh ok
[17:50:12] <codi^r> did you measure if it drifts away over time, or if it stays at this difference?
[17:50:46] <musy> wow, I did !
[17:50:47] <musy> it !
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[17:53:41] <Nodragem> maybe the best is to have the two musics in the same music? I mean, if there is no way to delay one of the stream. However, we may should put a request for having a function "setPosition" on the musics class.
[17:53:48] <codi^r> maybe it works to let both tracks play for a few frames (volume=0), then stop() + play(), but if they drift then the libGDX api as it is won't help you
[17:54:57] <musy> no no, not at all
[17:55:16] <musy> the problem is if you want to mix different layers of music, so you can play with (for example : drums, ambient sounds, melody)
[17:55:26] <mobidevelop> Just don't have music
[17:55:29] <musy> and so you fade layers to have different kinds of atmosphere
[17:55:33] <musy> but I made it work
[17:56:01] <musy> AL10.alSourcef(secondMusic.getSourceId(), AL11.AL_SEC_OFFSET, firstMusic.getPosition());
[17:56:17] <musy> mobidevelop: very smart
[17:57:57] <Nodragem> ok, on my side I was wondering if it is bad to have something like that inside the update function: float angle = setAiming(rightAxis, leftAxis);
[17:58:30] <mobidevelop> Why would it be bad to calculate an angle?
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[17:58:56] <Nodragem> no, no, I'm worried if that asks for a memory slot at each update?
[18:00:06] <mobidevelop> You mean will the allocation of a float be bad?
[18:02:21] <matthewt> if you allocate too many your program might float away
[18:02:48] <mobidevelop> Heh
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[18:03:28] <Nodragem> yeah mainly, my question is if an instruction like "MyGameObject obj = getASpecificObject()" means that I am doing a request for a memory allocation. And so if I should actually avoid to do that if my main loop :)
[18:04:43] <mobidevelop> Creating objects allocated memory on the heap for those objects
[18:05:37] <mobidevelop> *allocates
[18:06:14] <bobabongi> are you developing a game or an operating system ? :)
[18:06:37] <bobabongi> you'll know it if it lags
[18:07:02] <musy> ok thanks bye
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[18:10:25] <Nodragem> Yeah, that's true. But that was not just for the performance. It is just I never know when to put a variable "myVariable" as a field of my object, and when to do just "float myVariable = getAFloat()". So if there is performance reasons which can guide my choice, that's cool.
[18:11:56] <nooone> ignore both CPU usage and memory usage until it becomes a problem
[18:12:17] <nooone> it's not 1990 anymore
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[18:15:35] <Nodragem> ok :)
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[18:19:10] <InspiredNotion> Hello
[18:19:36] <InspiredNotion> got a strange issue with Sound.. it doesn't play the entire length of a sound clip (mp3)
[18:20:20] <InspiredNotion> is this known issue or do i have to set it as music if it is over a certain time length?
[18:20:24] <mobidevelop> Wait, what? It isn't 1990?
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[18:21:46] <nooone> at my job I've written a heavily recursive algorithm (invoking it results in 100+ stackframes) and in each called method there are on average 3 nested loops. Not to mention that while running it loads a shitload of data from the database and this whole thing calculates a single number... and I need that number in like 1000x12 different situations. I expected it to never finish, but it actually
[18:21:46] <nooone> finishes in just a few seconds
[18:21:54] <nooone> it's insane how fast computers are these days
[18:23:25] <mobidevelop> Sounds overly complex to me
[18:24:31] <bobabongi> oh, a random number generator
[18:24:39] <bobabongi> just roll and dice and put the result in the code
[18:24:43] <bobabongi> a dice*
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[18:25:22] <nooone> I don't have that much time :(
[18:26:13] <bobabongi> plug a controller to a raspberry pi and write a script that rolls a dice, reads the value, and returns it
[18:27:09] <nooone> that's a vicous circle
[18:27:09] <InspiredNotion> resolved.. too long.. nvm
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[18:27:35] <nooone> you cannot program a robot do to random dice throwing without a RNG
[18:27:42] <nooone> *to do
[18:27:52] <hextileX> I read in the libgdx wiki that the best way to use TCP connection in GWT would be websockets. But there is no documentation for websocket. How can I use websocket in my libgdx project?
[18:28:42] <bobabongi> i was thinking of putting the randomness into the controller-dice-table module
[18:28:43] <nooone> hextileX: I think libgdx does not support sockets on GWT
[18:28:59] <bobabongi> i'll send a PR to glibc for that
[18:30:03] <mobidevelop> No sockets (websocket or otherwise) is available on the libgdx gwt backend
[18:30:21] <hextileX> I saw this: https://github.com/pepedeab/libGDX-Net
[18:30:35] <hextileX> they have websockets in GWT. but the last update is 2 years.
[18:30:45] <mobidevelop> Yeah
[18:31:52] <nooone> hextileX: if you have a turn-based game you might just use HTTP, maybe with some polling
[18:32:25] <hextileX> its not a turn base game. I need a stream like TPC
[18:32:31] <hextileX> tcp
[18:33:27] <mobidevelop> websockets are big ol' pain but are really the only option for gwt
[18:33:48] <nooone> you could code the sockets GWT backend and PR it for all of us :)
[18:34:06] <hextileX> ok. so I should start with libGDX-Net?
[18:34:39] <hextileX> nooone: If I have something nice, I let you know
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[19:16:20] <munumnu> Hi, I tried to upgrade to 1.4.1 but got an error in my build.gradle: Error:(51, 0) Cause: org/codehaus/groovy/runtime/typehandling/ShortTypeHandling. I'm using intellij 13.1.5 and downloaded android sdk for api v20. I tried to generate a clean porject with gdx-setup.jar and copy the new build.gradle but it didn't fix the problem. Anyone got any suggestions on what could be wrong?
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[19:34:35] <Tomski> munumnu, whats on line 51?
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[19:35:57] <munumnu> Tomski, configurations { natives }
[19:36:06] <munumnu> it's in the android block
[19:36:12] <Tomski> That doesn't make sense
[19:36:52] <Tomski> munumnu, just above it, you have "apply plugin: "android"" right?
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[19:39:52] <munumnu> Tomski, yes. Here's the full build.gradle http://pastebin.com/7diceMU6
[19:40:04] <Tomski> Try changing it to, apply plugin: "com.android.application"
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[19:43:13] <blomman> Hi guys, is it possible to load tiled maps externally?
[19:44:24] <jerome[fr]> hi
[19:44:30] <Oonej> hello
[19:45:17] <jerome[fr]> You can load *.tmx with Tiled : http://www.mapeditor.org/ (if i great understand you question, not sure)
[19:45:36] <Lecherito> I think he meant with Gdx.files.external
[19:45:42] <munumnu> Tomski, still the same error. (gradle -v: Gradle 2.1 Groovy: 2.3.6 )
[19:46:04] <blomman> No I mean to load tiledmaps from outside your project directory
[19:47:09] <Tomski> munumnu, you are getting the error on import?
[19:47:24] <Tomski> Are you using the wrapper
[19:47:25] <Tomski> ?
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[19:51:35] <munumnu> Tomski, I think so: https://i.imgur.com/ukbrutA.png Running ./gradlew desktop:run I get: A problem occurred evaluating root project 'xyz'. > Could not create plugin of type 'AppPlugin'.
[19:53:28] <Tomski> munumnu, with apply plugin: "com.android.application2 ?
[19:53:35] <Tomski> apply plugin: "com.android.application" *
[19:54:14] <munumnu> yes
[19:54:34] <mobidevelop> blomman: you can load a tiled map from anywhere you can get a FileHandle to
[19:55:19] <mobidevelop> What the heck is AppPlugin?
[19:55:26] <blomman> mobidevelop: Noticed, I will check that out, thanks!
[19:56:19] <jerome[fr]> munumnu : cool, you is AndroidStudio too :)
[19:56:29] <jerome[fr]> *use
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[19:58:27] <blomman> mobidevelop: the MapLoader only takes a String as a parameter
[19:58:51] <blomman> mobidevelop: Which is set to internal files by default. How would I load them externally exactly?
[19:59:09] <mobidevelop> Give it a resolver that uses another file type
[19:59:48] <munumnu> jerome[fr], it's intellij
[20:00:27] <blomman> modidevelop: I'm not sure I follow... I also don't use AssetsLoader if that's any help
[20:00:35] <Flaiker> blomman, TiledMap map = new TmxMapLoader().load(path)
[20:00:40] <mobidevelop> blomman: new TmxMapLoader(new ExternalFileHandleResolver()).load(file);
[20:02:07] <mobidevelop> Or AbsoluteFileHandleResolver if it is an absolute path
[20:02:43] <blomman> Thanks m8! Really appreciated
[20:04:35] <tkrp> asking here is a bit of a longshot, but might aswell give it a try.
[20:04:52] <tkrp> I have to reinstall the usb driver everytime I connect my tablet to my computer
[20:05:02] <tkrp> error 37 in the device manager
[20:05:11] <tkrp> kies doesn't work either
[20:05:17] <tkrp> any ideas?
[20:06:42] <jerome[fr]> ho ok munumnu, and libgdx dont works ?
[20:07:51] <Tomski> munumnu, what version is the gradle wrapper in gradle/wrapper/properties file?
[20:08:44] <munumnu> Tomski, I think I found what was wrong. I copied the gradle dir from the test gdx-setup and it looks like it's working
[20:09:58] <munumnu> Sorry for taking your time :/
[20:10:24] <Tomski> Np :)
[20:14:02] <hextileX> tkrp: this is really the wrong place to ask
[20:14:23] <tkrp> yeah, I thought so
[20:14:31] <tkrp> oh well
[20:14:57] <hextileX> and kies is bad
[20:15:07] <hextileX> 1) remove kies and all driver
[20:15:17] <hextileX> 2) install the adb driver (naked)
[20:15:19] <munumnu> jerome[fr], it works fine but i had a problem upgrading to 1.4.1
[20:16:06] <hextileX> tkrp: then connection, also remote debugging should work
[20:16:26] <tkrp> will try it out, thanks for help
[20:17:33] <jerome[fr]> munumnu: Okey, since the 1.4.1 i have 0 problem : generating with setup and import build.gradle, and its works :), with 1.3.1 I had to tweak to local gradle distr because the android gradle version and the gradle version -_-
[20:18:19] <jerome[fr]> but i dont have any problem for upgrade a project to 1.4.1, just modifi the gradle settings to default gradle wrapper
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[20:20:25] <aegamesi> sooooo how's API level 21?
[20:20:31] <Razzeeyy> Hi. How to calculate an axis that is perpendicular to a camera direction? or how to rotate an object around that axis? What I possibly could use to ease this task?
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[20:21:12] <aegamesi> Razzeeyy: there are an infinite number of vectors perpendicular to your camera direction (another vector)
[20:21:36] <aegamesi> What do you want to accomplish?
[20:21:37] <Razzeeyy> aegamesi: yeah what I mean is like pan to rotate
[20:21:46] <aegamesi> huh?
[20:22:05] <Razzeeyy> well I need a horizontal and vertical axises that are perpendicular to the camera direction
[20:22:09] <Xoppa> the up vector is already in there, the right vector can be calculated using vec.set(cam.direction).crs(cam.up);
[20:22:53] <Razzeeyy> Xoppa: and then I hand all that into transform.rot method? I believe the axis angle one, right?
[20:23:22] <aegamesi> (alternatively, use the left vector with vec.set(cam.up).crs(cam.direction))
[20:23:41] <Xoppa> that depends on what you want to accomplish, but yes you could do that
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[20:24:08] <Razzeeyy> thanks much, aegamesi and Xoppa! :)
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[21:01:17] <[[derek]]> Hey, how can I check if two box2D bodies are touching each other?
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[21:01:50] <evident> hi guys
[21:02:49] <dermetfan> [[derek]]: use a ContactListener
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[21:46:50] <Cynokil> how to resolution independence? things look good on my machine but when window is changed or loading on the phone things are too big or small or not in the correct place
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[21:54:09] <nooone> Cynokil: Viewports might help
[21:56:52] <slijt> anyone know why our game runs out of memory on android devices with 1gb memory, we don't load that many textures and we don't leak anywhere
[21:57:45] <slijt> we even use largeHeap="true" and it still runs out of memory
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[22:16:45] <Nodragem> I think you should post on a forum, because without your code, we can't really know what is happenning
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[22:38:11] <Oonej> slijt, you testing it on android through eclipse?
[22:40:19] <Oonej> slijt, if you are... try updating your eclipse.ini file to have the appropriate memory allocated. I had the same issue a few months back.
[22:41:00] <slijt> no it's in intelliJ and the apk is distributed through beta from google play store
[22:41:08] <Oonej> oh ...
[22:41:18] <Oonej> did it build properly?
[22:41:42] <slijt> yeah
[22:41:43] <Oonej> i ran into the same issues on my game i published... and it was due to my memory allocation
[22:41:47] <slijt> it runs fine on lots of devices
[22:41:55] <Oonej> thats odd, i dont know then
[22:41:59] <slijt> yeah but we can't find any problems of the memory allocation
[22:42:13] <slijt> it's really strange :(
[22:42:30] <slijt> could it run out of memory just by making to many hashes for example?
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[22:43:50] <slijt> how do you check the memory allocation?
[22:46:29] <jerome[fr]> re
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[22:52:02] <jerome[fr]> I have a little idiot question, since the last version of AndroidStudio, its a new AVD Manager (http://goo.gl/cpIzMx), you must select Hardware, and the next step is selecting System Image, and i dont know for simple test if its better (faster ?) to select x86 image or armeabi image ? Im on Linux x64 but i mean its not important...
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[23:05:04] <mobidevelop> slijt: the amount of memory a device has on the whole has little to do with how much memory or app is allowed to have
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[23:05:56] <slijt> mobidevelop: but what exactly defines the memory, is it heap or is it something else?
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[23:06:17] <slijt> mobidevelop: I mean like, if we handle textures etc through the asset manager, it stores the textures on the gpu right?
[23:06:34] <mobidevelop> It does
[23:06:54] <slijt> what I don't understand is that we handle all our resources, textures etc through the asset manager
[23:07:09] <Lecherito> https://www.facebook.com/video.php?v=838157199561663&set=vb.233237256720330&type=2&theater <- mobidevelop while on nomorehelpsies mode
[23:07:11] <mobidevelop> Asset manager has nothing to do with it
[23:07:12] <slijt> and when we switch scenes we unload and reload the textures that are needed
[23:07:29] <slijt> mobidevelop: so in short, textures are not the issue?
[23:07:58] <mobidevelop> I have np clue what the issue is, probably not if you are getting an out of memory exception
[23:08:09] <mobidevelop> *no
[23:08:36] <slijt> mobidevelop: oh, we figured that it had to do with our resources, but it doesn't then
[23:08:38] <slijt> hmmm
[23:09:40] <slijt> mobidevelop: just to explain the situation a bit more, when we run the game on the device it runs fine
[23:10:01] <slijt> mobidevelop: but switching between main menu screen and level game screen enough times it eventually runs out of memory
[23:10:20] <mobidevelop> Then you aren't disposing of everything you need to dispose of
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[23:10:53] <slijt> mobidevelop: how is that even possible, we destroy the screens and stages and therefore all the content right?
[23:11:00] <slijt> mobidevelop: (we also unload asset manager)
[23:11:09] <slijt> mobidevelop: clear*
[23:12:12] <mobidevelop> slijt: you probably are leaving sprite batches or something
[23:15:24] <slijt> mobidevelop: how can we be leaving sprite batches if we draw through actors? :o
[23:15:37] <mobidevelop> Stages have sprite batches
[23:15:57] <slijt> but if we dispose the stage, doesn't it dispose the sprite batch?
[23:16:14] <Tomski> Only if the Stage owns the batch
[23:16:53] <mobidevelop> You clearly are leaving something hanging, else you wouldn't have memory issues
[23:17:28] <slijt> yea I agree we definitely are leaving something, Im just asking etc because im unsure if it is being disposed correctly etc
[23:17:45] <slijt> Tomski: the stage owns the batch? how do I know if it owns it?
[23:17:50] <mobidevelop> Without code, it is pretty much impossible to say
[23:18:05] <Tomski> If you let the Stage create its own SpriteBatch, it owns it
[23:18:27] <Tomski> If you pass one in the constructor, it doesn't
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[23:19:05] <slijt> Tomski: so for example, "game = new Stage(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, true);"
[23:19:21] <slijt> Tomski: the game stage would own it's own batch right?
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[23:22:58] <Tomski> Yup
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[23:23:58] <slijt> Tomski: so if I do game.dispose(); it should remove all actors associated with it and it should dispose of the batch aswell, correct?
[23:24:00] <Tomski> What version of libgdx are you using?
[23:24:14] <slijt> Tomski: a pretty old one, like 6 months old
[23:24:38] <slijt> Tomski: we decided not to switch because we are releasing the game in aprox a week, we never noticed this issue untill now when we are beta testing
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[23:27:04] <Tomski> It doesn't remove actors
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[23:28:00] <slijt> Tomski: then I need to remove the actors manually aswell by disposing of them, correct?
[23:28:28] <slijt> Tomski: by using remove() is the correct way I mean
[23:28:33] <Tomski> Well it depends what version of libgdx you are using
[23:29:19] <slijt> Tomski: 0.9.9
[23:29:59] <Tomski> dispose should clear too in 0.9.9
[23:31:09] <mobidevelop> Actors don't need to be disposed unless they hold disposable things
[23:31:23] <slijt> ah alright
[23:32:02] <slijt> I just noticed we never actually dispose of our game stage though
[23:32:26] <slijt> instead when we return to the level game screen, we recreate a new stage over that variable
[23:32:54] <slijt> would that mean we leave the old stage somewhere in memory with all the resources bound to the batch?
[23:33:06] <slijt> Im having truble understanding this part
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[23:39:35] <mobidevelop> Yes
[23:39:37] <Xoppa> yes, if you don't dispose the spritebatch then it will cause a memory leak
[23:40:20] <slijt> I created a java heap dump using the android ddms, can I read it someway to analyse what takes up space?
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[23:41:02] <slijt> Xoppa: how can it cause a memory leak? I figured that it will not have anything to render and hence not leak
[23:41:19] <slijt> Xoppa: but obviously im missing some obious logical part about this
[23:43:09] <Xoppa> spritebatch uses a mesh and shader (whether you actually need it doesn't matter) which are created on construction. These are native objects (not subject to garbage collection) and therefore the resources they take up need to be disposed manually
[23:43:24] <Xoppa> if you don't dispose them, then they will reside in memory
[23:43:34] <slijt> Xoppa: that makes a big load of sense!!
[23:44:10] <slijt> I just did some method tracing
[23:44:26] <slijt> I can see my game stage render method
[23:44:34] <slijt> even though im inside the main menu
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[23:45:04] <slijt> is this related to it not being garbage collected and therefore it still renders in the background?
[23:46:35] <Xoppa> consider creating a small test project and do some debugging in there. it is impossible for us to say something about that without seeing the code
[23:46:51] <slijt> Xoppa: alright, will do!
[23:47:05] <slijt> thanks a million for the feedback guys!
[23:48:33] <slijt> just one last question, do we need to destroy our cameras too? I can't find any destroy/dispose method in them so i figured they don't need it
[23:48:48] <slijt> since I was thinking they are just used for calculating what to show etc
[23:48:56] <Xoppa> no, only classes implementing the Disposable interface
[23:49:11] <slijt> alright, thanks again :D
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