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   November 4, 2015  
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[00:06:29] <LiquidNitrogen> https://dl.dropboxusercontent.com/s/8xq9ifeuto68avu/caster_02.png this is how to abuse gdx
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[00:29:06] <Z11> does anyone here know of a tutorial that shows how to make buttons move around the screen randomly?
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[00:31:11] <TEttinger> that's oddly specific for a tutorial
[00:31:20] <TEttinger> can you read the docs?
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[01:37:56] <elauzel> I've noticed that gradle does not like me creating my own source folders in the -core project for storing unit tests. where do you all put your unit tests?
[01:38:14] <elauzel> I'm used to having an src/main/java and src/test/java type setup, with mirrored packages
[01:38:37] <scellow> LiquidNitrogen, nice!
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[01:44:12] <mobidevelop> src/test/java works for me, but I don't use the project structure that the gdx-setup creates
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[01:50:36] <elauzel> hm, I see
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[01:50:50] <elauzel> whenever I do a Gradle refresh, it throws all my stuff into disarray
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[01:51:10] <elauzel> tries to absorb everything back into /src/, and if /src/ doesn't exist, it will create it, and converts other source folders on the same level into non-source folders
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[02:57:41] <wulax> Has anyone had success with using ModelCache with DirectionalShadowLight? For me it seems to be completely broken and just paints the depth buffer instead of shadows.
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[02:58:15] <wulax> ModelCache works fine with normal ModelBatch rendering tough
[02:59:04] <wulax> Maybe it is DepthShaderProvider which doesn't work with ModelCache? Not sure
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[04:55:10] <elauzel> so, I edited the build.gradle in my core project, to change the folder structure, so I could separate production code from test code
[04:55:18] <elauzel> then did a gradle refresh
[04:55:25] <elauzel> it didn't make the new folders source folders, though...
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[04:59:35] <elauzel> has anyone here ever edited those before, and found you have no source folders?
[04:59:58] <elauzel> e.g., replacing /src/ with /src/main/java, in the line "sourceSets.main.java.srcDirs = [ "src/main/java/" ]"
[05:00:39] <elauzel> i'm wanting to actually see packages instead of folders
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[05:04:54] <elauzel> seems like the solution was to copy out the source files, delete all those folders, and make brand new source folders and do a gradle update, moving back source files one by one
[05:05:04] <elauzel> it now preserves the new structure. annoying, but at least it only needed to be done once
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[05:17:34] <elauzel> is there a specific junit test runner I should be using?
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[06:02:11] <elauzel> would really appreciate help with this unit testing issue when anyone has the chance - I'm off for a while after this: http://s29.postimg.org/x4va1c38l/Untitled.png
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[06:10:27] <TEttinger> elauzel: one thing in there looks suspicious
[06:10:56] <TEttinger> I use Maven for my lib that uses libgdx, and I always have needed to specify a classifier for gdx-platform
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[06:26:29] <TEttinger> compile 'com.badlogicgames.gdx:gdx-platform:1.7.1:natives-desktop'
[06:27:07] <Tomski> Howdy there partners
[06:27:21] <TEttinger> hey Tomski
[06:27:36] <TEttinger> you were requested at some point by someone making a PR for an extension
[06:27:45] <Tomski> Today?
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[06:28:09] <TEttinger> <@Xoppa> mj, ok, make sure to include all relevant info and give it some. Tomski will look at it, but it might take a few weeks, because iirc he´s not available atm
[06:28:19] <Tomski> cool
[06:28:20] <TEttinger> shortest few weeks ever
[06:28:22] <Tomski> Had two PRs for extensions
[06:28:29] <Tomski> Ive been gone for a month TEttinger :P
[06:28:37] <Tomski> feels good to be on irc again
[06:29:07] <TEttinger> yah!
[06:29:23] <TEttinger> you're a handy tom to have around
[06:30:17] <TEttinger> I've been trying to be a substitute handy tom
[06:30:25] <Tomski> Any luck?
[06:31:20] <TEttinger> yes, my area of expertise is fonts and we had a bunch of font questions in one 24 hour period
[06:31:49] <TEttinger> I think I may have spat some out with hiero for people
[06:31:58] <TEttinger> what's the status on hiero4?
[06:32:03] <TEttinger> it seems not-worky
[06:32:48] <Tomski> Not worky at all?
[06:35:22] <TEttinger> no filters, glitches in the preview (glyph cache for me only shows half of the cache)
[06:35:39] <TEttinger> freetype is grayed out
[06:35:58] <Tomski> I've never used it :s, is there an issue reported?
[06:35:59] <TEttinger> I'm fine with BMFont and Hiero1 for fonts, switching as needed
[06:36:17] <TEttinger> I don't think hiero4 is emphasized for use yet
[06:36:32] <mobidevelop> I am pretty sure that Hiero4 is not being worked on (and hasn't been for years)
[06:36:38] <TEttinger> but it's available on the tools listing on the gdx site, and maybe it shouln't be
[06:37:04] <TEttinger> it also needs the TWL UI Jar, which is next to impossible to compile
[06:37:14] <TEttinger> it uses Ant. It has a zillion deps
[06:37:19] <TEttinger> it can use netbeans!!!
[06:37:24] <Tomski> jesus
[06:37:26] <Tomski> ant
[06:37:28] <Tomski> thats still a thing?
[06:37:30] <TEttinger> netbeans will not download your deps
[06:37:38] <Tomski> i<3ant
[06:37:44] <Tomski> netbeans wont do shit for you
[06:37:48] <TEttinger> yep
[06:37:50] <Tomski> Do you use netbeans TEttinger!?
[06:37:53] <TEttinger> nope
[06:38:05] <Tomski> phew
[06:38:06] <TEttinger> I am updating to IntelliJ IDEA 15 community now
[06:38:41] <mobidevelop> Don't do it
[06:38:56] <Tomski> mobidevelop, are you going to participate in the libgdx jam?
[06:39:14] <Tomski> I have an idea for a small mmo we can do
[06:39:14] <mobidevelop> Idea 15 has issues with Android
[06:39:27] <mobidevelop> Tomski: let's do it
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[06:40:44] <TEttinger> mobidevelop, hm. Should I get Android Studio to do that stuff?
[06:40:49] <mobidevelop> http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=20987
[06:41:05] <Tomski> nice jetbrains!
[06:42:07] <TEttinger> hm, I never use gradle in the IDE anyway
[06:42:31] <warmwaffles> gradle on the cli yo
[06:42:37] <Tomski> 4eva
[06:42:43] <warmwaffles> <3
[06:42:51] <TEttinger> I mean I mostly use Maven
[06:43:00] <TEttinger> I'm thinking about switching more to Gradle
[06:43:16] <mobidevelop> Where is Hiero4 listed on the gdx site?
[06:43:22] <Tomski> tools page mobidevelop
[06:43:25] <warmwaffles> meh, I just like the less amount of boiler plate required to get rolling
[06:43:28] <Tomski> http://libgdx.badlogicgames.com/tools.html
[06:43:46] <Tomski> And the lack of <><><><><<><><><<
[06:43:53] <warmwaffles> maven is nice, but gradle is less thinking but you have to deal with shit ass groovy
[06:43:54] <mobidevelop> It should be removed
[06:44:13] <warmwaffles> holy fuck I can not type
[06:44:23] <warmwaffles> or think
[06:44:30] <warmwaffles> or form coherent sentences
[06:44:47] <Tomski> groovy is allllllright
[06:44:52] <mobidevelop> How do you get to to that tools page anyway?
[06:45:07] <mobidevelop> Is it actually linked somewhere?
[06:45:38] <ctepa> mobidevelop:) Download -> Tools
[06:45:45] <Tomski> somewhere
[06:45:49] <TEttinger> yeah
[06:45:52] <mobidevelop> Weird place for that
[06:45:54] <Tomski> I can remove it if you hate it that much
[06:46:24] <mobidevelop> Well, if it doesn't actually work properly...
[06:47:03] <mobidevelop> That download page has some interesting styles
[06:47:10] <Tomski> Was it nate that wanted it?
[06:47:34] <mobidevelop> Yes, Nate says it works, even if it is not full featured
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[07:07:44] <TEttinger> huh, I just had a bunch of bugs and I don't know what it does better than regular GDX Hiero
[07:08:07] <TEttinger> I ended up using BMFont when I needed a monospaced font
[07:08:22] <TEttinger> since neither GDX Hiero correctly handles that
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[07:12:37] <mobidevelop> I've never really used Hiero myself
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[07:46:39] <TEttinger> huh, Tomski is here and now NateS
[07:46:59] <TEttinger> is there some dark ritual to summon a game jam?
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[07:50:31] <Tomski> TEttinger, vote somewhere was the only voodoo
[07:51:26] <Tomski> haha https://docs.google.com/spreadsheets/d/1-wDLMLVjh4mpnoBIv6i2MxV4NCW6VOIhQ0-bghS869Q/edit#gid=0
[07:53:38] <LiquidNitrogen> that was a way better system than LD uses
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[09:55:56] <davebaol> welcome back @Tomski
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[09:56:43] <Tomski> thanks davebaol! I just saw you message about the junit stuff for gdx-ai, did you find an answer?
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[09:57:22] <kdarknight__> lol that doc is horrible
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[10:02:02] <davebaol> @Tomski: not yet
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[10:05:39] <Tomski> davebaol, I can set them up for you if you like?
[10:06:27] <Tomski> Looks like all the gradle stuff is already correct
[10:08:12] <Tomski> It should be running them already
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[10:14:26] <bojack> Is there even any likelihood of this being fixed? https://github.com/libgdx/libgdx/issues/3528
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[10:21:30] <Tomski> bojack, have you tried 1.7.1?
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[10:22:11] <bojack> I believe I tried the other day, but I can give it another go
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[10:23:40] <davebaol> @Tomski: I can't see anything about junit here http://144.76.220.132:8080/job/gdx-ai/lastBuild/console
[10:23:55] <davebaol> @Tomski: does it mean all tests have passed?
[10:24:14] <Tomski> davebaol, I think if everything is good it wont show up
[10:24:20] <Tomski> Ill double check though
[10:24:27] <davebaol> ok, thanks
[10:27:33] <Tomski> davebaol, yup
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[11:32:09] <bojack> Well I got it working
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[11:33:33] <bojack> Had to reinstall jdk and gradle to get the 1.7.1 libgdx setup gui to work properly
[11:33:51] <bojack> and now it appears LwjglAWTCanvas is working as it should too
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[11:44:47] <Delmadan> is there any way to set minWidth?
[11:44:58] <Delmadan> my touchpad textures are huge
[11:47:05] <mk1> care to elaborate?
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[11:54:35] <Delmadan> I've got a very small stage since all my assets are pixelart
[11:55:26] <Delmadan> but when I use Touchpad which automatically sizes its drawables to min height and width, they appear huge on my stage
[11:55:31] <Delmadan> I hope that makes sense :S
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[11:58:29] <Delmadan> all good mk1, I found a work around
[11:58:42] <Delmadan> it's ugly but it works :P
[12:00:33] <Delmadan> For posterity - when creating the Touchpad, im passing the drawables it needs for TouchpadStyle through a method which sizes the drawable's minWidth/height and returns that drawable
[12:01:45] <mk1> since touchpad is a UI element and not a "world" element you should use a separate viewport for it
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[12:07:36] <Delmadan> That is completely logical
[12:07:41] <Delmadan> what was I thinking
[12:08:21] <Delmadan> mk1 as in a seperate stage for UI elements?
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[12:20:34] <ilarip> To reclarify some things to myself. After pausing and then resuming you have to get your graphics again from your AssetManager, and Texture.setAssetManager(manager) makes the textures requeue themselves to the AssetManager?
[12:22:48] <mk1> Delmadan: yes
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[12:25:54] <mk1> I wouldn't even use a stage for the world. I usually write my own renderer for that
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[12:44:02] <Tomski> Delmadan, if you are using scene2d for your game we cant be friends anymore
[12:44:14] <Delmadan> haha just for the UI!!
[12:44:15] <mk1> now that's harsh
[12:46:46] <Delmadan> hold on, you guys need to let me know if I'm doing something stupid. I'm rendering my tiledmap, sprites, and fonts using a SpriteBatch, and I overlay that scene with some UI which is handled by a Stage
[12:47:19] <Delmadan> UI handled by scene2D rather
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[13:01:31] <Tomski> Sounds good Delmadan :)
[13:01:42] <Delmadan> mate, you scared me!
[13:01:56] <Delmadan> you know I'm not good at programming and stuff :P
[13:02:12] <cackling_ladies> https://www.youtube.com/watch?v=OTXu9lJHv_c
[13:03:22] <cackling_ladies> this pal is late
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[13:03:54] <cackling_ladies> over here we have literal apartment expansions.
[13:05:38] <cackling_ladies> here's a nice example http://imgs.vietnamnet.vn/Images/vnn/2015/04/09/14/20150409145117-dl14.jpg
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[13:35:20] <cackling_ladies> wow blizzard bought king
[13:35:43] <Tomski> wwat
[13:35:54] <cackling_ladies> http://www.gamasutra.com/view/news/258332/Analysts_react_to_ActivisionBlizzards_59B_purchase_of_King.php
[13:36:39] <Tomski> ew
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[13:37:54] <cackling_ladies> a bad buy as far as I can tell. King stockholders are probably laughing all the way to the bank
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[14:38:46] <mk1> is there a way to tell the texture packer to add an image to a specific page?
[14:50:06] <cackling_ladies> wow, you're a dilligent one
[14:50:17] <cackling_ladies> why do you need it at a specific page? D
[14:50:26] <Tomski> To avoid texture swaps
[14:51:00] <cackling_ladies> you two are crazy
[14:51:46] <cackling_ladies> mk1 how about doing what I did but with a newer version so you can do proper switch? :D
[14:52:57] <mobidevelop> O.o
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[14:53:23] <Tomski> mk1, you could try sub directories
[14:55:13] <cackling_ladies> what'd that do, Tomski?
[14:55:41] <mobidevelop> Images in subdirectories automatically get put into same page
[14:55:43] <Tomski> cackling_ladies, pack all images in that dir into one or more pages
[14:56:09] <cackling_ladies> ah ok I thought he meant something else.
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[14:59:33] <mk1> ok, thank you
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[15:20:47] <badlogic> GUYS!
[15:20:49] <badlogic> http://badlogicgames.com/forum/viewtopic.php?f=11&t=20974&p=86936#p87037
[15:20:50] <badlogic> discuss
[15:21:10] <guardianA> Harro
[15:22:08] <jeffol> HMMMM
[15:22:09] <jeffol> JAMMMM
[15:22:18] <jeffol> its been like 10 yrs since i game jammed
[15:22:22] <jeffol> longer. 11
[15:22:39] <jeffol> 4 weeks!
[15:22:43] <jeffol> dang
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[15:32:05] <jeffol> this is truly the most creative spreadsheet of all the ages
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[15:36:10] * jeffol contributes theme Retired Superheroes
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[15:46:36] <cackling_ladies> what's halfway
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[15:48:07] <cackling_ladies> seeing robovm there, I guess the theme would be something iphone related
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[15:59:45] <Tomski> cackling_ladies, dating platform
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[16:13:15] <wulax> Is it possible to use ModelCache with DirectionalShadowLight? It doesn't seem to work for me, but looks like it just renders the depth buffer or something
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[16:13:35] <wulax> http://i.imgur.com/7HRQNJk.png
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[16:15:14] <wulax> Do I need to do anything special for it to work?
[16:17:05] <wulax> The ModelCache works fine with the normal rendering btw
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[16:44:20] <arrpirate> I'm trying to do a distance field font as in the example in the wiki, but texture.setfilter is giving me an error saying there's an unknown class when I use Texture.TextureFilter.MipMapLinearNearest
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[16:57:55] <davebaol> wulax: looks like a call for @Xoppa :)
[16:58:13] <jeffol> call nothing ever
[16:59:14] <Xoppa> wulax, looks fine
[16:59:18] * davebaol calls jeffol :P
[17:01:55] <wulax> Xoppa: yes, but it is not what it is supposed to render. that image is of shadowbatch.render(modelCache), which is supposed to do the shadows, like when I do shadowbatch.render(modelinstances)
[17:02:18] <wulax> I don't want it to paint the depth buffer
[17:02:28] <KC-45> that spreadsheet brought tears to my eyes
[17:02:35] <KC-45> manly tears
[17:02:50] <KC-45> you guys are HILLARIOUS
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[17:03:46] <wulax> maybe I should do one of those short test programs whatever they are called
[17:03:48] <Xoppa> wulax, sounds like something wrong with your code, that is clearly a render with the depthshader and the choice of shader has nothing to do with modelcache
[17:03:57] <wulax> alright
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[17:10:45] <arrpirate> huh, apparently there is no setFilter function for Texture
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[17:11:09] <cris2000> ok guys
[17:11:20] <cris2000> how do I implement a swipe gesture in android?
[17:11:35] <cris2000> I mean, I want to use swipes as directional controls.
[17:11:40] <cris2000> so up swipe means going up
[17:11:47] <cris2000> and swipe down means going down
[17:12:01] <cris2000> how do I know if the flip direction is up or down?
[17:12:33] <arrpirate> I would assume sensor data would tell you what's up vs down
[17:12:47] <wulax> Xoppa: When I tried modifying ShadowMappingTest to use ModelCache https://gist.github.com/jsjolund/311d2c810696a1f319c2 I got this result http://i.imgur.com/oHDgHRn.png could you help identify what I did wrong?
[17:12:50] <cris2000> any example?
[17:12:53] <wulax> If you have the time
[17:13:02] <mk1> on touch down save pointer position and timestamp. on release compare new position to start position to get swipe direction (endPos.sub(startPos).angle)
[17:13:05] <arrpirate> cris2000:Unfortunately I'm also a bit of noob
[17:13:23] <arrpirate> mk1:yeah, that'd work
[17:13:29] <mk1> also for a "swipe" instead of a drag the swipe velocity must be high enough
[17:13:50] <mk1> so calculate velocity by using endPoint.sub(startPoint).len()/(timeStampNew-timeStampOld)
[17:14:56] <Bernzel> What's the most common way of easing up space on my app? I see apps with equal graphical content but being only 850kB while mine strains up to 40mb
[17:15:09] <arrpirate> anyone know how to do depth field fonts? the wiki seems to be outdated, using functions that no longer exist
[17:15:45] <mk1> Bernzel: zip your data, unpack on first start
[17:16:09] <arrpirate> Bernzel:Also, are you using individual image files for each sprite, or are you using sprite sheets?
[17:16:28] <arrpirate> each image file has a bit of overhead, if you use sprite sheets, there's less overhead cost
[17:19:06] <cris2000> ok will try
[17:21:02] <cris2000> ok guys how do I get ontouchrelease?
[17:21:58] <Xoppa> wulax, ok, one second
[17:22:06] <wulax> thanks!
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[17:23:03] <mk1> cris2000: implement InputProcessor. it has a touchUp method
[17:25:28] <cris2000> it's funny because I only see touchdown on the gestureprocessor
[17:25:36] <cris2000> or you mean simply the traditional inputprocessor?
[17:25:55] <mk1> inputprocessor
[17:26:02] <cris2000> ok
[17:26:06] <mk1> but afaik gesturedetector has swipe built in
[17:26:36] <Xoppa> good catch wulax, i have no clue why that happens, let me enable glprofiler to see whats going on
[17:26:58] <wulax> cool
[17:42:05] <Xoppa> ow ofcourse...
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[17:49:46] <Xoppa> wulax, https://github.com/libgdx/libgdx/commit/4d07e4adca50552907487646b324df0127545705
[17:50:14] <wulax> nice!
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[17:51:54] <Razzeeyy> How is this kind of game is called? https://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html
[17:52:44] <Razzeeyy> I remember there were a 2D games using that mechanic before...
[17:54:21] <[twisti]> looks kinda boulder dashy
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[18:03:23] <Razzeeyy> doesn't seem to be boulder dashy...
[18:03:53] <Razzeeyy> What I mean is that once player chose direction to move he only can stop by hitting an obstacle... is there a name for this game mechanic?
[18:04:53] <kdarknight> stupid games
[18:05:34] <jeffol> Dark Souls, when you jump. You can't control until you hit the ground again.
[18:05:57] <jeffol> also stop when you hit the ground
[18:06:46] <jeffol> golfing games
[18:07:00] <jeffol> you can't move the ball until after it hits something
[18:07:08] <jeffol> unless it's kirby's dream course
[18:07:31] <jeffol> so I'm going to go with this game mechanic is called Golf
[18:07:57] <kdarknight> no
[18:08:07] <cris2000> what's the diference between fling y pan?
[18:08:10] <kdarknight> "stupid" sounds better
[18:08:11] <cris2000> and pan
[18:08:12] <jeffol> you don't get to decide that kd
[18:08:14] <jeffol> sry
[18:08:27] <kdarknight> :/
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[18:12:43] <jeffol> I'm just gonna put this out there: I'm ok with bacon
[18:13:52] <arrpirate> anyone know how to use depth field fonts?
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[18:24:27] <cris2000> anyone here?
[18:24:44] <cris2000> I'm curious as to what's the diference between fling and pan?
[18:25:03] <arrpirate> probably velocity
[18:25:44] <cris2000> which one should I use to detect if the player drag the finger upwards?
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[18:26:25] <wulax> why not try one and see what happens?
[18:27:02] <arrpirate> yeah, I'd check the javadocs to see what's involved in the functions, then just write a simple test
[18:27:05] <arrpirate> it's what I do
[18:27:09] <cris2000> ok
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[18:27:12] <cris2000> what's delta?
[18:27:22] <arrpirate> delta is the time since last frame update
[18:27:37] <cris2000> I'll use pan because it uses x and y
[18:27:50] <cris2000> does pan uses the last position?
[18:27:59] <arrpirate> it's used so, say, you have a 30fps phone and a 60fps pc, if you have mario going at 5 units per frame, he'd be going twice as fast on the PC than the phone
[18:28:44] <arrpirate> so basically, you're saying 'I want Mario to move at X distance for Y time, regardless of actual framerate'
[18:29:15] <cris2000> oh
[18:29:26] <cris2000> so delta avoids stuff going faster, right?
[18:29:31] <arrpirate> kinda
[18:29:58] <cris2000> why there's two delta in pan?
[18:30:03] <cris2000> deltax and deltay?
[18:30:29] <arrpirate> it's a more accurate representation of time since last update... so say you want mario to move 5 units per second, if you multiply distance by delta, you can control that, because delta changes based on frames.. on a fast or slow machine, mario still moves 5 units per second... his movement will jsut be smoother on a faster machine
[18:30:49] <arrpirate> well, delta just means the change
[18:30:58] <arrpirate> so... it could be that both X and Y are multiplied by the time delta
[18:30:58] <cris2000> change of position?
[18:31:03] <arrpirate> or it could be change of position
[18:31:06] <arrpirate> you'd have to experiment
[18:31:15] <cris2000> ok will try
[18:31:18] <arrpirate> or look through the javadoc to see what's happening
[18:32:03] <arrpirate> here's what I'd do
[18:32:14] <arrpirate> place two objects you know are going to be a specific distance apart
[18:32:21] <codi^r> Tomski: can I quote you on that? :) [15:46:44] <cackling_ladies> what's halfway [15:59:53] <Tomski> cackling_ladies, dating platform
[18:32:37] <arrpirate> do a test of your touch function between thoe two objects
[18:33:13] <arrpirate> if you know the distance is 200 units apart, and you do your touch thing and the delta x or y is 200 units, well, then, you know what deltax or deltay are
[18:34:54] <cris2000> ok It seems it's working
[18:35:04] <cris2000> but if I drag down and keep it down
[18:35:14] <cris2000> after a few seconds it moves upward
[18:35:18] <cris2000> wonder why
[18:35:33] <cris2000> does delta becomes positive if I keep the touch down?
[18:35:43] <arrpirate> I have no idea, but likely not?
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[18:36:13] <arrpirate> are you printing the deltaX and deltaY to the console so you can see the values?
[18:36:29] <cris2000> oh
[18:36:31] <cris2000> forgot that
[18:38:57] <arrpirate> that's always a super useful thing
[18:39:26] <Ashiren> yay for printf debugging
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[18:43:43] <cris2000> it's weird
[18:43:51] <cris2000> gdx.app.log doesn't show anything in the console
[18:44:13] <arrpirate> System.out.println
[18:44:24] <arrpirate> what IDE are you using?
[18:44:29] <cris2000> eclipse
[18:44:40] <arrpirate> I suggest Android Studio
[18:44:46] <arrpirate> even if developing for PC
[18:45:18] <arrpirate> it's based on IDEA but has some improvements, and IDEA is typically considered far better than Eclipse
[18:45:28] <mk1> hey scellow, quick translation: "boss battles"
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[18:47:05] <cris2000> weird
[18:47:12] <cris2000> the ship moves upwards
[18:47:16] <cris2000> but there's nothing on the console
[18:48:44] <arrpirate> if there's nothing printing to the console either your IDE is being stupid or you're not using the printing stuff properly
[18:48:58] <kdarknight> ide is fine
[18:49:21] <arrpirate> say kdarknight without knowing the situation :D
[18:49:31] <arrpirate> *says
[18:49:31] <kdarknight> I know everything
[18:49:47] <mk1> you're not google!
[18:50:07] <kdarknight> Google is just a kid who wants to be me
[18:50:11] <arrpirate> either the IDE isn't caputinrg the type of printing you're doing to its console, or you're using the print functions incorrectly
[18:50:19] <arrpirate> capturing
[18:50:28] <jeffol> arrpirate: yeah, you kind of are saying his problem is his IDE when it really isn't
[18:50:36] <arrpirate> I'm not
[18:50:38] <kdarknight> mk1 how many downloads
[18:50:46] <arrpirate> I'm saying there's likely -two- possibilities
[18:51:10] <mk1> 123
[18:51:10] <arrpirate> the most likely, without being rude, is that he's using the print functions incorrectly
[18:51:35] <arrpirate> but it is also possible the IDE isn't capturing the console commands. I've had that happen with eclipse a long while ago
[18:51:40] <arrpirate> that's why I suggested it
[18:51:52] <arrpirate> it's one of the reasons I moved to IDEA
[18:51:53] <kdarknight> isn't it sucks, when you work hard and it doesn't pay back enough
[18:52:10] <mk1> it's all about marketing :-/
[18:52:30] <arrpirate> but, you know, it couldn't possibly, ever, be his IDE messing up. IDEs never do anything wrong, ever
[18:53:03] <kdarknight> we have a marketing expert here, jeffol. who literally advertised on television
[18:53:10] <kdarknight> :P
[18:53:10] <jeffol> Lol
[18:53:17] <jeffol> it isn't doing much good
[18:53:38] <kdarknight> and didn't even shared his cool tshirt
[18:53:39] <jeffol> we're going to do a big marketing push on chartboost and admob with the next version
[18:53:41] <arrpirate> I was on TV once. Because I flipped off a cop and got arrested, wrongly, for it
[18:54:25] <jeffol> that interview was free though
[18:54:30] <jeffol> so. thumbs up
[18:54:41] <arrpirate> on the topic of marketing... I get these stupid emails constantly from people offering to sell me five star reviews... for a tech demo I posted. It's not even a game. It's just two sprites bouncing around.
[18:54:45] <kdarknight> how much does it cost generally on admob with decent clicks
[18:55:12] <jeffol> not certain, but I will know within a few weeks
[18:55:40] <kdarknight> do share
[18:56:35] <arrpirate> So... no one awake here has experience using distance field fonts in libgdx?
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[18:57:07] <jeffol> if you can't figure it out you might want to try using a different IDE
[18:57:18] <kdarknight> hahah
[18:57:23] <arrpirate> you're so clever
[18:57:29] <jeffol> :)
[18:57:33] <kdarknight> people say AS is good
[18:57:46] <arrpirate> you know, I'm so sorry I tried to help him
[18:57:49] <jeffol> android studio is *REALLY* good at filling my hard drive
[18:57:52] <arrpirate> f me, right?
[18:57:54] <mk1> kdarknight: estimated revenue through ads is 6€ currently
[18:58:28] <kdarknight> mk1, I know that feel bro :')
[18:59:00] <arrpirate> I tried to help a guy and all I get for it is mocking. You guys are simply brilliant.
[18:59:18] <kdarknight> EvilEntity, removed ads because of this only :P
[18:59:27] <kdarknight> arrpirate, calm down
[18:59:35] <kdarknight> we appreciate your help
[18:59:42] <jeffol> help is good, but your solution was not actually a solution
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[19:00:12] <jeffol> also all good fun
[19:00:14] <jeffol> <3
[19:00:14] <arrpirate> My solution was to tell him that he's likely using the print functions incorrectly, and if not, it -might- be his IDE, since I had a similar issue with that very same IDE
[19:00:28] <arrpirate> seems like a valid solution to me
[19:00:39] <arrpirate> as opposed to all the other helpful stuff coming from you guys
[19:01:17] <kdarknight> arrpirate, there there
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[19:02:14] <kdarknight> here's a Belle to cheer you up (~ ̄▽ ̄)~
[19:03:03] <kdarknight> Fallout cost like 90$
[19:03:04] <kdarknight> i need money
[19:03:25] <mk1> get a job ;)
[19:03:27] <jeffol> kdarknight: $5 here http://www.gog.com/game/fallout
[19:04:09] <kdarknight> I have college, can't handle studies and job at the same time :/
[19:04:25] <kdarknight> thanks, only 85$ remaining
[19:07:11] <jeffol> You only need $5 and then you have fallout.
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[19:08:56] <kdarknight> what?? let me see, I thought it was some sort of discount coupon
[19:09:54] <EvilEntity> lol
[19:10:07] <EvilEntity> cant wait till 10th!
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[19:10:16] <arrpirate> he's making a joke
[19:10:17] <pleitsi> hey, i got a peculiar problem
[19:10:23] <arrpirate> you can get the first game for five bucks
[19:10:23] <kdarknight> it's not fallout 4
[19:10:26] <arrpirate> from good old games
[19:10:32] <pleitsi> my Random doesn't give me randoms, only one number
[19:10:39] <pleitsi> the internal counter isn't adding up or something
[19:10:45] <pleitsi> the value coming out doesn't change
[19:10:55] <pleitsi> i tried all kinds of seeds, no dice
[19:11:00] <jeffol> it wasn
[19:11:05] <jeffol> 't a joke, he wants Fallout.
[19:11:14] <jeffol> he's getting ripped off if he paying $90
[19:11:19] <arrpirate> hur hur hur
[19:11:24] <arrpirate> you so funny
[19:11:42] <kdarknight> EvilEntity, gift me
[19:11:53] <EvilEntity> haha
[19:12:27] <jeffol> I'm just giving the people what they want.
[19:12:30] <pleitsi> nvm solved
[19:12:30] <kdarknight> pleitsi, you using MathUtils random?
[19:12:43] <pleitsi> it was some retarded instanciating thing
[19:12:50] <pleitsi> can only instanciate it once, or it acts funky
[19:12:58] <pleitsi> Random class
[19:13:02] <pleitsi> not Math.random()
[19:13:30] <arrpirate> Oh, yeah
[19:13:35] <arrpirate> only instanciate it once, ever
[19:13:43] <arrpirate> do it multiple times and bad things happen
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[19:53:37] <Razzeeyy> omg "that level again 2" was made using libgdx O_O
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[20:04:44] <cris2000> nice
[20:04:48] <cris2000> it feels really good
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[20:04:56] <cris2000> to control a ship using drag gesture
[20:05:02] <cris2000> pan, sorry
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[20:33:00] <realitix> Hi Xoppa !
[20:33:54] <realitix> What is the libgdx political about opengl es 3 ? Because I would like to add multiple color buffer to framebuffer...
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[20:38:45] <intrigus> Realitix doesn't libgdx support opengl es 3 !?
[20:38:58] <realitix> Yes it does
[20:39:40] <realitix> I would like to make a pull request adding support of several color buffer attached to FrameBuffer
[20:39:58] <realitix> but it only work if opengl es version is 3
[20:41:06] <mobidevelop> ES 3 only us implemented on desktop
[20:41:14] <mobidevelop> *is
[20:41:18] <intrigus> Also implemented on android
[20:41:31] <mobidevelop> Nope
[20:41:50] <intrigus> https://github.com/libgdx/libgdx/blob/master/backends/gdx-backend-android/src/com/badlogic/gdx/backends/android/AndroidGL30.java ?
[20:42:04] <mobidevelop> You can't create an es 3 context
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[20:43:36] <intrigus> Why?
[20:43:47] <mobidevelop> Because it isn't implemented
[20:43:47] <intrigus> Is it not possible or did nobody implement it
[20:44:17] <mobidevelop> It's possible, just not implemented
[20:45:47] <realitix> So, is it good to add support for multiple color buffer although it would work only under gles3 ?
[20:45:52] <Xoppa> realitix, as long as it isnt required for basic functionality and well documented that should be good
[20:46:00] <realitix> ok
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[20:48:58] <realitix> SOmething else Xoppa , Texture class doesn't allow to create empty Texture without creating custom TextureData. Would it be good to add a TextureData that just initialize the opengl texture without create a buffer inmemory ?
[20:49:40] <Xoppa> yeah, its quite a waste to create pixmap for fbos and such
[20:50:42] <realitix> exact
[20:51:52] <realitix> Shadow + Post Process = Lot of framebuffer and lot of waste
[20:52:13] <EvilEntity> anyone got an idea why would gaussian blur leave artifacts at larger radius? https://imgur.com/K6rirsG
[20:53:10] <Xoppa> yeah, i´ve discussed this one too much already, i´ll take that one right now while we´re at it realitix give me a few to dive into it
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[20:57:46] <realitix> I'm writing an EmptyTextureData
[21:00:19] <Xoppa> ok realitix, no need to do the same thing, i´ll wait for your pr. Would you mind to add it to be used by DirectionalShadowLight as well so its easy to test
[21:00:35] <Xoppa> not sure if ¨empty¨ is the correct word though
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[21:05:03] <realitix> ^^ yes
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[21:06:16] <realitix> Elsewhere, I'm wondering why PixmapTextureData is not processed like others textureData
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[21:06:40] <realitix> It has a dedicated code in GLTexture
[21:08:58] <realitix> I will make pull request tomorrow!
[21:09:02] <realitix> Bye Xoppa
[21:09:07] <realitix> and others
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[21:17:14] <EvilEntity> turns out the answer was "cus you are a retard, retard"
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[21:22:03] <jivemeat> how do I set the mass of a body with box2d?
[21:23:41] <EvilEntity> getMass() ?
[21:23:42] <maximtwo> jivemeat, the easist way is to change the fixture density when creating the fixture
[21:24:02] <jivemeat> so density is mass?
[21:24:19] <maximtwo> it's related to mass
[21:24:32] <maximtwo> kg/m^2
[21:25:02] <EvilEntity> https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Body.html#getMass--
[21:25:20] <jivemeat> in basic physics
[21:25:45] <jivemeat> if I weight 100kg and run into something weighing 1.0kg in about 2.0 downward force
[21:25:50] <jivemeat> why do I start rotating
[21:26:53] <maximtwo> https://www.physics.uoguelph.ca/tutorials/torque/Q.torque.intro.html
[21:28:58] <maximtwo> jivemeat, if you don't want the body to rotate you can set body.setFixedRotation(true);
[21:29:30] <jivemeat> okay word :)
[21:31:41] <EvilEntity> hey ive throw a rock at the wall and now theres a hole there, wtf?
[21:33:03] <jivemeat> wait
[21:33:13] <jivemeat> is density not == to actual mass?
[21:33:29] <jivemeat> because if shaq weights 1kg, why when hes set to 8 hes starts flying around
[21:35:17] <EvilEntity> no its not
[21:35:36] <jivemeat> is there no way to just set the mass directly?
[21:35:45] <EvilEntity> if you make 1x1 box with density 1 its mass will be 1
[21:35:46] <jivemeat> I don't understand physics tbh but its for a group project
[21:36:11] <EvilEntity> its area x density or something along these lines
[21:36:33] <jivemeat> hmmm true
[21:37:14] <EvilEntity> box2d is in meters, so density is mass of 1m^2
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[21:46:37] <jivemeat> in box2d
[21:46:43] <jivemeat> when the balls lose all their momentum
[21:46:49] <jivemeat> they stay stuck on the floor
[21:47:03] <jivemeat> how I make them react when theyre jumped on by another 1.0kg box?
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[21:51:54] <EvilEntity> you hit the with the box
[21:52:11] <EvilEntity> if that doesnt do enything, they are too heavy
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[21:55:50] <EvilEntity> booo and i wanted him to see https://piotr-j.github.io/b2dInterpolation/web/ to drag boxes around, oh well
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[22:42:51] <boondoggle> i’ve been playing around with making a custom version of ShapeRenderer for drawing smooth looking shapes for a while, because the built in ShapeRenderer leaves you with jagged edges
[22:43:45] <boondoggle> my solution is to draw a second shape around the original shape that fades from that shapes color to the same color with zero alpha, works quite nicely but it is quite a graphically intense solution
[22:44:48] <boondoggle> i was wondering - would it be worth spending some time to clean up this code and make a pull request for it? i’ve always been frustrated you can’t really use ShapeRenderer in producton, but maybe that’s just me
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[22:47:45] <Tomski> codi^r, absolutely :P
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[23:45:08] <intrigus> boondoggle I'd like to see your version of ShapeRenderer :)
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[23:51:07] <boondoggle> intrigus - it’s here https://github.com/dgmp88/MyGdxClasses/blob/master/core/src/com/boondog/imports/graphics/MyShapeRenderer.java , but in very ugly shape :/. would need a fair bit of work before making a pull request
[23:52:01] <boondoggle> drawLineShape/drawLineShapePart are decent-ish examples of how it works, and can draw n-sided shapes (triangles, squares, circles)
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top

   November 4, 2015  
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