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[00:02:31] <d0d0_dd> Hi guys .... when I load my GDB into libgdx, I am just getting a blank screen ... the model and the animation is not loaded ... i dont see any error messages .... I dont know how to proceed .. can anyone help ?
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[00:05:15]
<d0d0_dd> I also posted on the forum explaining my issues .... here is the link for a more detailed description of the problem .... Hi Guys ... I need some help with loading a blender animation into libGDX .... I cant seem to figure out what I am doing wrong :-( Can you guys take a look at this link when you get some time : http://www.badlogicgames.com/forum/viewtopic.php?t=21003
[00:05:17] <d0d0_dd> thnx
[00:05:29] <EvilEntity> make a box
[00:05:30] <EvilEntity> load that
[00:06:46] <d0d0_dd> u talking to me EvilEntity ?
[00:06:59] <EvilEntity> nah, to myself
[00:07:03] <EvilEntity> im a local idiot
[00:07:07] <d0d0_dd> lol
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[00:17:42] <d0d0_dd> u asking me to create a box and load that ?
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[00:19:20] <d0d0_dd> funny clip jeffol....
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[00:39:06] <jeffol> d0d0_dd: xD
[00:39:26] <jeffol> d0d0_dd: Yeah, he's suggesting you load a different model. Since the problem is so vague, it's hard for us to decipher just looking what's wrong.
[00:40:07] <jeffol> the problem could be a dozen things, given it's a 3d environment and a 3d model
[00:41:15] <d0d0_dd> ok ... let me try that ..
[00:41:15] <jeffol> d0d0_dd: Lol, funnier clip
[00:42:34] <isdera> so I notice in my ScrollPane's List-- if I set a List item to Selected, the scrollPane doesn't scroll to that entry.. you have to find the selected item in the list yourself. any ideas for this?
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[00:48:56] <d0d0_dd> thnx jeffol ... I spent the last 15 mins on youtube :-)
[00:49:02] <jeffol> haha
[00:49:15] <jeffol> brain downtime is important too
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[01:00:56] <razieliyo1> when is the theme voting?
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[01:09:39] <razieliyo1> ok, 1 week before the jam
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[01:21:34] <Tomski> razieliyo1, you can submit your theme now
[01:21:42] <Tomski> theme(s)
[01:22:41] <razieliyo1> nice
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[01:37:20] <d0d0_dd> the box is visible now
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[01:49:52] <cris2000> hello guys
[01:50:04] <cris2000> how do I parse BulletML?
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[01:51:10] <cobolfoo> dunno
[01:51:31] <cris2000> seems like it has java classes
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[02:17:57] <jivemeat> yo
[02:17:59] <jivemeat> what is gradle for?
[02:18:02] <jivemeat> in simple terms
[02:21:16] <cris2000> anyone here knows how to code a bezier curve?
[02:21:16] <Tomski> In a line, its a build and dependency management tool
[02:24:14] <Tomski> cris2000, are you using libgdx bezier?
[02:24:29] <cris2000> no
[02:24:34] <cris2000> didn't knew there was one
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[02:38:51] <cris2000> it's there any tutorial for bezier?
[02:41:27] <Tomski> cris2000, there are path tests which im sure include the bezier
[02:42:31] <cris2000> yeah but I don't get the test codes
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[04:16:49] <isdera> omg wtf is this wierd java syntax? how come I havent seen this.. return last == 0 ? this.firstName.compareTo(other.firstName) : last;
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[04:20:41] <Tomski> isdera, ternary operator?
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[04:29:56] <isdera> if I have an ArrayList of my class 'Type', i should be able to call .sort() method as long as my Type class implements Comparable interface, right?
[04:32:51] <isdera> oh wait I need to use Collections.sort... I am confusing Java Arraylist and Libgdx Array.
[04:35:34] <isdera> holy crap it fricken works!!!
[04:38:05] <TEttinger> isdera: ternary operator is a great one
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[04:39:00] <TEttinger> that statement, "return last == 0 ? this.firstName.compareTo(other.firstName) : last;" is roughly equal to "if(last == 0) return this.firstName.compareTo(other.firstName); else return last;"
[04:39:53] <TEttinger> ternary is part of the same statement though so there's some subtle differences you hopefully don't need to consider (I think the postfix ++ operator has a slight difference between that and if)
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[04:42:14] <isdera> its just so odd reading it in that order.. you have the action then the conditional, instead of the other way around
[04:47:14] <TEttinger> ?
[04:47:43] <TEttinger> oh I getcha
[04:47:58] <TEttinger> return first, then what it decides to return is based on the conditional
[04:48:27] <cris2000> what's that?
[04:51:38] <TEttinger> no idea. but it was last edited in 2014
[04:52:14] <Tomski> someone was making a path editor
[04:52:23] <Tomski> you can find it on the github issue tracker somewhere
[04:52:29] <Tomski> wasn't finished
[04:53:11] <cris2000> I'm looking to make a shootem up
[04:53:15] <cris2000> and I need now
[04:53:20] <cris2000> to have bullet patterns
[04:53:32] <cris2000> what's the easiest way to do this?
[04:53:44] <TEttinger> bulletML is really only needed for very complex paths
[04:54:01] <cris2000> something like tohou
[04:54:04] <TEttinger> like the touhou bullets that explode into chinese characters made of more bullets
[04:54:04] <cris2000> would be cool
[04:54:14] <cris2000> not as complex
[04:54:19] <cris2000> just those circles of bullets
[04:54:58] <TEttinger> well it doesn't seem super hard if you know your trigonometry
[04:55:30] <cris2000> any tutorial?
[04:55:35] <cris2000> I don't remember anything
[04:55:38] <TEttinger> you'd need to track phases I guess, where it moves a certain distance, then speeds up or slows down
[04:56:04] <TEttinger> I don't really "know" trig, i can guess as needed
[04:56:52] <TEttinger> float newX = radius * (float)Math.sin(angle); float newY = radius * (float)Math.cos(angle);
[04:57:07] <TEttinger> that sorta thing is pretty common
[04:57:16] <TEttinger> x being sin, y being cos, angle in radians
[04:57:50] <cris2000> I need a sort of bezier line
[04:57:54] <TEttinger> get an angle using Math.atan2(y, x)
[04:58:05] <TEttinger> that's going to be less easy
[04:58:05] <cris2000> but I couldn't make a basic implementation :(
[04:58:17] <cris2000> I mean, I need a curve
[04:58:35] <TEttinger> there I think is one in gdx
[04:59:27] <cris2000> I don't know how to use the bezier class
[05:00:13] <TEttinger> so there's a constructor that takes a bunch of Vec2 or Vector2 or whatever it is
[05:01:26] <cris2000> how do I make an object follow that bezier line?
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[05:02:01] <TEttinger> Bezier<Vector2> curve = new Bezier<Vector2>(new Vector2(1, 1), new Vector2(3, 2), new Vector2(5, 1));
[05:02:12] <TEttinger> so that would make a rising and falling line
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[05:02:26] <TEttinger> mostly horizontal, curving up and down
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[05:03:43] <cris2000> ok
[05:03:44] <cris2000> thanks
[05:03:54] <cris2000> but I read you need a for loop to draw it
[05:04:26] <TEttinger> ah!
[05:04:35] <TEttinger> so it Bezier implemennts Path
[05:04:41] <TEttinger> Path actually has docs woo
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[05:05:06] <cris2000> so I need a path?
[05:05:30] <TEttinger> no, Bezier is a Path
[05:05:41] <TEttinger> once you have a Bezier you can call those Path methods on it
[05:05:41] <cris2000> oh
[05:05:59] <cris2000> but how do I make an object to follow it?
[05:06:00] <TEttinger> Bezier isn't documented because the docs are in Path
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[05:06:55] <cris2000> this?
[05:07:28] <TEttinger> ah, I was a little confused on what Bezier does
[05:07:56] <TEttinger> so the Bezier class handles one curve, like an arc.
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[05:08:28] <TEttinger> once you reach the end of one Bezier, you might go in a straight line, explode, or start on anothr bezier
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[05:09:20] <TEttinger> ah!
[05:09:24] <TEttinger> cris2000, right
[05:09:37] <TEttinger> I hadn't looked at that page you linked carefully, that page is correct
[05:11:34] <TEttinger> you definitely want to read the last section on that page carefully
[05:11:45] <cris2000> ok
[05:11:51] <cris2000> thanks
[05:11:58] <cris2000> all this is a little confusing tbh
[05:12:01] <TEttinger> having bullets change speed unexpectedly is unusually bad in shmups compared to other games
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[05:12:06] <TEttinger> yeah, curves are tricky
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[05:59:44] <d0d0> hi guys ... have a question ... when I am uploading a model from blender, what should the dimension of the model be ?
[06:00:39] <d0d0> I uploaded a blender model into libGDX in Android and I can see just a tip of the model
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[06:29:25] <bojack> Is it not possible to use multisampling with LwjglAWTCanvas? I see you can pass LwjglApplicationConfigureation to it, but it doesn't appear to have an effect.
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[07:40:57] <Madigan> hey
[07:42:51] <bojack> hello
[07:46:11] <Madigan> So I'm trying to extend the Sprite class, but for some reason it won't render- any ideas why?
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[10:52:52] <bojack> Is it not possible to use multisampling with LwjglAWTCanvas? I see you can pass LwjglApplicationConfigureation to it, but it doesn't appear to have an effect.
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[10:55:22] <mk1> MSAA is often controlled by HW drivers
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[10:58:43] <bojack> using a normal libgdx application works just fine using the config
[10:58:57] <bojack> only running into the issue with the LwjglAWTCanvas
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[13:07:47] <Ragzzy-R_> hi
[13:07:59] <Ragzzy-R_> any tutorials for isometric projections?
[13:08:01] <Sadale> hi :3
[13:08:15] <Sadale> google it yourself :p
[13:08:25] <Ragzzy-R_> lol
[13:08:25] <[]J> www.Google.com
[13:08:34] <[]J> also isometric is a pain for everyone
[13:08:40] <[]J> both the players and the devs
[13:08:43] <Sadale> seriously, google before asking questions here.
[13:08:44] <[]J> ... though it looks nice v('_')v
[13:08:53] <Ragzzy-R_> yeah they look nice
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[13:27:26]
<Bernzel> I'm trying to use the DragAndDrop method to simply drag some texture around and have them placed wherever you drop them on the screen. But two problems. 1, after I've dragged and dropped an actor, it becomes unmovable. 2, I can't understand what values I need to store in preferences to sustain their latest given position. http://pastebin.com/Wrhx65Vz
[13:27:56] <Bernzel> So I want to do it without a "Target" basically.
[13:30:32] <noooone> if you want to drop it anywhere, don't use DragAndDrop
[13:31:11] <Bernzel> noooone, just a draglistener instead?
[13:32:16] <noooone> that might work
[13:32:48] <Bernzel> noooone, I'm open for suggestions if you have a more solid solution
[13:34:44] <noooone> if you just want to move actors, that's a good solution
[13:35:05] <Bernzel> sweet. Thanks
[13:35:12] <noooone> in my case I also wanted to rotate and scale them, so I've used a GestureListener
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[13:50:50] <CypherEA> Guys - can someone please point me to a tutorial or code on how to display, in Libgdx, a CSV in a programmatically created table?
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[13:51:05] <CypherEA> Maybe even with basic sort by column functionality....
[13:53:11] <Tomski> CypherEA, nop, but it should be easy enough. Just parse the CSV doc into rows/columns, then populate the Table
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[13:57:02] <CypherEA> Can you give me a direction with that? I think I'm a bit too tired and for some reason, lost....
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[13:58:38] <noooone> read the file line by line, split each line at ",", iterate over the array and add a new cell for each element, then create a new row() and continue with the next line, doing the same
[13:58:55] <noooone> sorting is more complicated
[13:59:28] <xoppa> anyone know how to get a notification when the network connection changes, on ios?
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[14:01:29] <Ragzzy-R_> guys is it possible to compile for IOS using PC?
[14:02:46] <cackling_ladies> dont think so, Ragzzy-R_
[14:03:04] <Tomski> xoppa, as wifi to data?
[14:03:18] <cackling_ladies> gotta pay either way, Ragzzy-R_
[14:04:00] <Tomski> CypherEA, if you make a data object for Row its easy to create sorters for each column
[14:04:37] <xoppa> Tomski: yes
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[14:06:26] <Tomski> xoppa, not sure about that. For connectivity loss you can use an Observer in NSNotificationCenter
[14:06:34] <Tomski> Not sure if there is something for connectivity changes
[14:07:26] <Tomski> xoppa, take a look at the Reachability api, should be something in there
[14:07:53] <xoppa> Tomski: basically the idea is for IAP, when the device is not connected, the game asks the user to connect to the network and then installs gdx-pay (which is only possible with a connection)
[14:08:17] <xoppa> Tomski: is Reachability available through robovm/pods? I couldnt find it
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[14:08:55] <Tomski> should be through robovm
[14:09:10] <Tomski> let me look at the source
[14:09:14] <Tomski> OH WAIT
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[14:12:15] <Tomski> xoppa, SCNetworkReachability
[14:12:31] <Bernzel> noooone, would you care to share what you did to scale them? Does it apply the two fingers moving out/in motion?
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[14:13:13] <xoppa> Tomski: thanks, i'll check it out immediately!
[14:13:52] <mobidevelop> Immediately!!!
[14:14:39] <noooone> FocusStage is just a stage that saves a focused actor
[14:15:01] <Tomski> xoppa, If you are just testing at launch, you can skip the observer stuff
[14:15:19] <noooone> it can scale actors (symmetrically, or not) by pinching, rotate actors and move them
[14:15:53] <noooone> I needed that for an editor
[14:16:14] <Bernzel> noooone, impressive. I'll run it and see if I can get something similar to work. Thanks.
[14:16:28] <noooone> oh, and if no actor is selected, it pans/zooms the camera
[14:16:30] <xoppa> great, thanks Tomski!
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[14:22:51] <Bernzel> noooone, this stage.focus() method confuses me a bit.
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[14:23:46] <noooone> it's basically a setFocus method
[14:24:10] <noooone> (additionally, it enables debug rendering for that actor, to highlight which one is currently focused)
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[14:25:25] <Bernzel> ah I see. Never thought of using debug rendering as a visual addition, cool.
[14:26:08] <mobidevelop> O.o
[14:26:43] <Bernzel> o.O
[14:26:48] <noooone> O_O
[14:30:06] <mobidevelop> o.o
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[14:32:30] <noooone> it was by far the easiest way to highlight an actor
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[14:38:24] <Bernzel> I can imagine. For me, a very complex method as well.
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[14:51:55] <Bernzel> noooone, how would one apply this method on something like an Image? I have never used anything else than the standard listeners from libgdx so I'm a bit lost.
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[15:07:33] <noooone> Bernzel: sorry, was af
[15:07:34] <noooone> afk
[15:07:50] <noooone> Bernzel: which method do you mean exactly?
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[16:27:27] <Bernzel> noooone, yes exactly. So I just add my Image actor to the equivalent of your plantStage?
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[16:44:53] <realitix> Hi Xoppa ! Did you take a look at GlOnlytextureData pull request ? Is it what you expected ?
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[16:47:45] <jivemeat> hey guys serious question
[16:48:03] <jivemeat> i know this is like going into a church and asking if they follow the correct god but none the less
[16:48:50] <jivemeat> my group made a game about a 1.5 months ago, we chose libgdx. Looking back, now that I actually know what a game framework actually is. What is the primarily difference between jmonkey?
[16:49:03] <jivemeat> would jmonkey have been a easier learning curve/faster to prototype?
[16:49:21] <jivemeat> i like gdx, so im just curious
[16:50:09] <isdera> wtf is jmonkey. when I scale a sprite, how would I find the new x and y position of the scaled instance? The x,y position doesn't seem to change when I scale my sprite up/down.
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[16:54:29] <phoenixw> isdera: I think it would be something like newX = x + spriteWidth * scale
[16:54:47] <phoenixw> I'm probably not the right person to listen to at the moment though
[16:55:14] <fblyn> isdera: Maybe I'm wrong, but... X/Y is just the corner? So it should stay the same, regardless of size
[16:55:24] <fblyn> Scaling should change the size (width/height), not position
[16:56:15] <fblyn> If you want e.g. the middle of the sprite you have to consider scaled with and height
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[16:57:40] <isdera> actually i figured it out
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[17:00:07] <phoenixw> is there a visual example of the 'orientation' of one of the default models you create via modelBuilder?
[17:00:37] <phoenixw> I am trying to figure out how exactly the yaw/pitch/roll values will affect the model
[17:01:43] <phoenixw> And how would I make the model "face" a different direction for the purposes of editing those values?
[17:05:51] <wulax> not sure what you mean, but you can set facing with modelInstance.transform.setToLookAt(targetVector, Vector3.Y) for instance
[17:06:41] <wulax> I'm not aware of a visual example, but you can just try creating them and see what they look like
[17:07:59] <isdera> why isnt libgdx detecing my friggen xbox controller grrr
[17:08:40] <phoenixw> wulax: for my example, I am trying to implement basically a StarFox 64 type view
[17:08:45] <phoenixw> camera behind your ship flying forward
[17:09:02] <phoenixw> and I was editing the yaw but the ship wasn't turning left, it was doing something I didn't expect
[17:09:13] <phoenixw> So I figured 'looking forward' in this example would fix my problem
[17:09:23] <phoenixw> Sorry about the lack of correct vocab
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[17:16:55] <wulax> you can make the model face away from the camera, and put it in front of it with something like modelInstance.transform.set(camera.view).inv().setTranslation(tmp.set(camera.position.add(camera.direction)).scl(dstFromCamera))
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[17:17:23] <wulax> err, maybe not the most readable way to write it..
[17:17:45] <wulax> no need for euler angles
[17:18:17] <wulax> not sure if that is what you want
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[17:18:47] <wulax> I can't really be bothered to look how StarFox does it :)
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[17:33:25] <Durvin> how bad is the performance hit when you switch textures in a batch draw?
[17:37:36] <Tomski> Durvin, there isn't really a generic answer to that question. Its a relatively expensive operation, and you should aim to avoid it wherever possible
[17:38:02] <Durvin> I'm going to have enough sprites to exceed the max opengl texture size limit
[17:38:26] <Durvin> the problem is ordering my draws entirely by sheet arrangement doesnt allow me to order them by z order
[17:38:35] <Durvin> unless there's another way to specify z
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[17:42:08] <Durvin> the number of sprites that need to be z ordered is at most like 30
[17:42:34] <Durvin> is the performance hit small enough to ignore like 15 switches in a rendering pass?
[17:43:19] <Tomski> Why not keep all those sprites that need to be z ordered on the same texture?
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[17:43:41] <Durvin> because the texture isnt big enough
[17:43:45] <Durvin> im rasterizing svgs
[17:43:59] <Durvin> so if someone is playing on like a 4k monitor, the sheet space runs out fast
[17:44:07] <Tomski> What texture size are you using?
[17:44:12] <Durvin> opengl max
[17:44:29] <Tomski> Thats dependent on the graphics chip
[17:44:37] <Durvin> 4096x4096 is max isnt it?
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[17:45:11] <Durvin> but the danger is still present, if someone has a chip with lower specs and a large monitor, I'll easily go over the max texture size
[17:45:23] <Durvin> each player wont play with the full range of game content though
[17:45:42] <Durvin> I suppose I could generate a texture at the start of the game that includes all the sprites for that session
[17:45:58] <Durvin> but its still no guarantee they wont go over
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[17:46:41] <Tomski> monitor doesn't dictate max texture size
[17:46:41] <Tomski> Max is higher than 4096
[17:46:54] <Durvin> monitor dictates resolution though
[17:47:09] <Durvin> and im trying to always run at max resolution with rasterized svgs
[17:47:10] <Tomski> Sure, but that is different to texture size
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[17:47:16] <Durvin> not really
[17:47:19] <Tomski> It is
[17:47:27] <Durvin> if a 4k monitor forces my rasterizer to generate 512x512 sprites...
[17:48:03] <Tomski> If your implementation is dependent on monitor size
[17:48:15] <Tomski> But the resolution of your monitor and the max texture size supported are independent
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[17:48:50] <Durvin> right, but a huge resolution could force my rasterizer to exceed the max texture size
[17:48:52] <Tomski> Looks like you are aiming for desktop only anyway, in which case you should be fine with 15 switches
[17:49:00] <Durvin> yeah desktop only
[17:49:02] <Tomski> Thats a problem in your implementation
[17:49:03] <Durvin> cool!
[17:49:12] <Tomski> You'd have to cap
[17:49:14] <Durvin> is there a better way to handle that?
[17:49:16] <Tomski> What are you doing?
[17:49:27] <Tomski> Game?
[17:49:31] <Durvin> yes
[17:49:35] <Durvin> using vector art
[17:49:43] <Durvin> svg specifically
[17:49:57] <Durvin> I rasterize them when the game changes resolution
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[17:52:01] <Tomski> Got any screenshots? Just out of interest
[17:52:07] <Tomski> You'll be fine though, desktop too quick
[17:52:13] <Durvin> not yet, im writing the rendering engine now
[17:52:23] <Durvin> which is why I needed to clarify this issue
[17:52:36] <Tomski> How many 'sprites' do you end up with?
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[17:52:55] <Durvin> over the life of the game, I could end up with a couple hundred
[17:53:18] <Durvin> the animations are only a couple frames, but it adds up really quickly if scaled to a large screen
[17:53:39] <Durvin> svgs have been a huge pain in the ass
[17:53:44] <Durvin> which is why I ended up in libgdx
[17:53:57] <Durvin> the only library I could find with a high quality raster output is batik
[17:55:34] <EvilEntity_> Durvin, gtav does 2000 draw calls per frame, you will be fine
[17:55:57] <Durvin> oh good
[17:56:22] <Durvin> if I had to optimize I could get clever and write an algorithm that detects overlaps
[17:56:38] <Durvin> so I could order by sheet by default, and by z if there's any occlusion detected
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[18:09:34] <kdarknight> EvilEntity_ more than 4k actually
[18:10:06] <EvilEntity_> > 15, close enough
[18:17:04] <Ange_blond_> Little question 3D guys if you don't mind... how animation are managed ? I mean if I export from blender to g3dj a model with animation, will it start animating in the 3D view ? thanks
[18:19:12] <Ange_blond_> wulax> ok, mean no, need to implement a controler :) Thanks
[18:20:15] <wulax> yeah
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[18:23:17] <Ange_blond_> Xoppa> :)
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[18:37:46] <Bernzel> noooone, you there?
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[18:43:28] <isdera> for a libgdx Body, what is the range of allowable LinearDamping values? 0 - 1? 0 - infinity??
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[18:47:08] <isdera> so the range is -infinity to +infinity
[18:47:52] <isdera> i assume the range for density is 0 - 1 ?
[18:48:22] <wulax> negative damping is called driving
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[18:49:30] <Xoppa> never assume
[18:49:52] <isdera> well thats why im asking. the libgdx Body class documentation is scant at best.
[18:50:01] <isdera> thank you im familiar with wikipedia
[18:50:19] <isdera> it appears the Body class is just a wrapper of org.jbox2d.dynamics.Body
[18:50:37] <Xoppa> jbox2d is only used in gwt
[18:51:16] <isdera> i guess ill just trial and error as usual since the documentation sucks.
[18:51:18] <Xoppa> box2d (and thus libgdx) uses whatever units you like, but i would recommend using SI units (or a scale of them)
[18:51:50] <Xoppa> concepts of density and damping are not specific to box2d or libgdx
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[18:55:02] <Xpe> Xoppa, will libgdx have bullet in gwt anytime soon?
[18:55:06] <Xoppa> no
[18:56:02] <Xpe> So if i want a game that use bullet in a browser the best way is to use applet?
[18:56:54] <Xoppa> you could use jbullet/gbullet on gwt, but those are not compatible with the wrapper and the wrapper is more up to date
[18:59:28] <Xoppa> iirc jbullet got stuck on version 2.7 ish
[18:59:54] <Xpe> okay. How much slower is a game running in gwt vs in desktop?
[19:00:03] <Tomski> infinite
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[19:23:32] <badlogic> Idle your heart out
[19:25:58] <isdera> Never seen this error before "cannot refer to a non-final variable Engine inside an inner class defined in a different method"
[19:26:41] <isdera> (where Engine is an instance of a class in my game)
[19:27:18] <[twisti]> variable names should start with lower case letters
[19:27:56] <isdera> lol i dont think thats my issue here
[19:28:29] <TEttinger> it sounds like a misuse of inner classes
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[19:29:21] <isdera> im trying to implement a ChangeListener for a Slider, but it needs access to another class which I pass in as an instance.
[19:29:55] <[twisti]> no, thats not your issue, i just mentioned it since i had to read the error message twice because of the confusingly named variable
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[19:32:12] <isdera> well I stuck the word 'final' on the instance reference I passed in and it seems to work now.
[19:32:21] <TEttinger> haha
[19:32:40] <TEttinger> I guess that makes sense if you don't change the reference
[19:34:55] <isdera> i have no idea what im doing over here lol
[19:35:22] <isdera> i took 1 year of computer science in high school.. that was 11 years ago
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[19:38:44] <kdarknight> I am studying computer science since past 5 years. still don't know shit
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[19:40:24] <badlogic> Workng with comouters for almost 20 years now, still Padawan
[19:40:40] <badlogic> Holy cow, 20 years since i picked up QBasic O_o
[19:45:19] <codi^r> it doesnt get any better
[19:45:24] <EvilEntity_> you old person you
[19:45:33] <codi^r> about 27 years, still not rich
[19:46:30] <kdarknight> 21 still not earning :P
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[19:49:11] <codi^r> I blame the internet
[19:49:17] <codi^r> and before that, the gamez
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[19:49:56] <osum4est> Hello, how can I make two objects pass through each other, but still trigger the ContactListener?
[19:50:29] <osum4est> I can make them pass throuhg each other using masks and categories, but then contactlistener doesnt get called
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[19:51:22] <kdarknight> make em sensor
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[19:53:34] <osum4est> thats what its called! thank you!!
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[19:56:40] <TEttinger> codi^r: heh, 26 here. my secret to happy open source development is to never make games. only make libraries. because game developers tend to be better to have as your consumers than XxX_YoUrMoM_XxX on XBox Live
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[20:00:16] <badlogic> TEttinger: you are right on the money! Look how filthy rich mobidevelop got with all this framework writting!
[20:00:18] <codi^r> TEttinger: oh I don't mind that part much. the very first game I worked on was a niche MMO, helped me grow a thick skin ;)
[20:00:23] <badlogic> One day we'll be like him
[20:01:01] <TEttinger> I didn't say rich, I said happy!
[20:01:08] <kdarknight> what framework
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[20:04:58] <codi^r> also, i don't believe your killer-autoexec.bat story, mario
[20:05:15] <codi^r> I had like 3-4 of them, for different settings! ;)
[20:06:40] <Tomski> Im rich and happy
[20:06:46] <Tomski> Yall should try being hookers
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[20:09:35] <kdarknight> lol
[20:09:49] <kdarknight> how much for a night Tomski
[20:13:58] <TEttinger> you need to pay in 5 easy payments and one difficult payment
[20:14:18] <Tomski> I offer a sports package
[20:14:21] <TEttinger> the last payment must be made in wampum
[20:14:28] <Tomski> Its a bit like a gym membership
[20:14:38] <Tomski> You think its a great idea at the start, then never go again
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[20:23:42] <RamiLego4Game> Hi
[20:24:15] <RamiLego4Game> I'm a new commer to libgdx..
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[20:25:10] <RamiLego4Game> Is it recomended to use AndroidStudio ?
[20:25:48] <RamiLego4Game> And can I make desktop applications at it ?
[20:26:08] <RamiLego4Game> (Using Windows10)s
[20:26:30] <wulax> there are people here who use it, so it should be fine
[20:26:54] <wulax> I use IntelliJ Idea
[20:27:27] <RamiLego4Game> I use eqlipse, but my tools got out of date ..
[20:28:08] <RamiLego4Game> Another question
[20:28:34] <kdarknight> Eclipse
[20:28:40] <kdarknight> here too
[20:30:37] <RamiLego4Game> I used love2d (lua) before, That have draw (render) and update function, While libgdx only have render, So is it fine to do everything in the render function ? or there is relative function to update ?
[20:32:25] <wulax> you can use the render function as update
[20:33:06] <RamiLego4Game> Do i have to learn some opengl ?
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[20:33:11] <kdarknight> unless using box2d
[20:33:17] <kdarknight> no opengl
[20:33:29] <kdarknight> box2d line was for render
[20:33:40] <wulax> he left the channel
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[20:34:18] <kdarknight> well that's what happens when you have disabled quits in your irc client :P
[20:35:05] <RamiLego4Game> I'm from Syria ...
[20:35:52] <RamiLego4Game> Should I learn some opengl for 2d games ?
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[20:36:17] <wulax> if you want to, but it's not required to use libgdx
[20:36:32] <RamiLego4Game> good :D
[20:36:57] <RamiLego4Game> Did anyone test liquidfun with libgdx ?
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[20:37:46] <RamiLego4Game> looks like no ...
[20:38:02] <Tomski> Some people have RamiLego4Game
[20:38:20] <RamiLego4Game> Then it's computible
[20:38:34] <RamiLego4Game> compatible *
[20:38:35] <[twisti]> RamiLego4Game: "anyone" questions dont generally garner much response due to the advance commitment problem
[20:38:57] <RamiLego4Game> Thanks all, The buttery will run out soon :P
[20:39:23] <[twisti]> the buttery sounds like the most tasty lobster restaurant ever
[20:39:36] <mobidevelop> O.o
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[20:55:41] <isdera> does my class HAVE to have a constructor?
[20:55:48] <jeffol> no
[20:55:55] <jeffol> classes do not need constructors
[20:57:42] <kdarknight> java make a default one for you already
[20:59:23] <[twisti]> to summarize: yes, you do HAVE to have a constructor, but javac generates one for you by default if you dont explicitly write your own
[20:59:58] <kdarknight> it's elaborated actually [twisti] :P
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[21:03:04] <isdera> ugh this is annoying. i always have this problem. my classes can't see stuff in other classes because those classes are instances.
[21:04:02] <kdarknight> single instance?
[21:04:31] <isdera> yeah.. but I don't want everything to be static if that's where you're going
[21:04:45] <kdarknight> make a static var, assign it "this" and access whole class
[21:05:02] <jeffol> I have a game manager object that is passed down to any entity/object that would need to use it
[21:05:13] <isdera> i tried passing "this" to my subclass (the one that can't get access to the instance class above it), but it get a NPE for some reason
[21:05:15] <kdarknight> no need of everything static, just a single var
[21:05:18] <mobidevelop> Pass all the dependencies
[21:05:38] <isdera> the keyword 'this' refers to a class instance, right?
[21:06:09] <jeffol> the current object yes, but it can't be used inside a static method. because there is no "this" in a static method
[21:06:18] <isdera> the class I need to pass down to all the children classes is my Game instance
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[21:06:36] <jeffol> isdera: that is a good strategy and is what you should do
[21:07:02] <jeffol> game() { new gameElement(this); } // pass the game element the game
[21:07:04] <[twisti]> yes, pass references around, dont use static variables, thats terrible advice
[21:07:18] <isdera> in my main class that extends Game, I have this statement "setScreen(new engine4(this));" (where engine4 is basically where I have all my code and render methods and stuff)
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[21:09:08] <kdarknight> what happened to first three engines isdera?
[21:09:09] <[twisti]> if you find yourself passing something everywhere, or passing tons of things to one thing, then that is a warning that your design has issues
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[21:10:05] <isdera> im passing my Game instance everywhere, because all the downstream classes need to be able to see those variables
[21:10:14] <[twisti]> no they dont
[21:10:16] <[twisti]> thats bad design
[21:10:45] <isdera> i dont know any other way..
[21:10:55] <kdarknight> I do this all the time :P I am a bad boy
[21:11:26] <isdera> lol apparently i should just make my game 1 giant class.
[21:11:37] <kdarknight> perfect
[21:11:40] <[twisti]> wrong direction
[21:14:33] <kdarknight> [twisti] help me understand how can using my strategy given above bad in long term?
[21:14:56] <kdarknight> a single static var thing
[21:15:03] <isdera> kdarknight: first 3 engines sucked lol
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[21:17:31] <kdarknight> don't worry, my the end of the week you will soon find this one suck too
[21:17:36] <kdarknight> by*
[21:19:04] <isdera> should I instantiate all my screens and pass them via setScreen(screeninstance), or should I do it like this: setScreen(new ScreenThing());
[21:19:33] <kdarknight> same thing
[21:19:45] <kdarknight> if you don't wanna use that instance again
[21:20:18] <isdera> say I use the instance approach.. how could I even access that instance later? I'd have to capture it or something
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[21:23:30] <kdarknight> that's why you create a manager
[21:23:44] <EvilEntity_> then create a manager for your managers
[21:23:56] <EvilEntity_> its managers all the way down!
[21:25:09] <jeffol> Code executes.
[21:25:24] <kdarknight> programming is evil
[21:25:26] <jeffol> this is my answer whenever people ask me why things happen in the workplace
[21:25:48] <jeffol> Jeff why is this Happening? because code executes
[21:25:58] <jeffol> this is the correct answer
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[22:01:40] <isdera> ruh roh. MEGA CRASH. Java Platform SE binary has stopped working.
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[22:03:08] <isdera> it doesnt seem to like me changing the density of a Fixture in-game.
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[22:45:37] <isdera> yeah desert strike is what I'm going for >_<
[22:46:48] <jeffol> Lol
[22:46:50] <isdera> my helicopter is 3D so I can pitch and roll it too
[22:47:21] <badlogic> Sweet
[22:47:51] <Tomski> need proof
[22:52:56] <Tomski> nice!
[22:54:07] <maximtwo> looks great isdera
[22:54:12] <isdera> ty :D
[22:54:18] <jeffol> Danger Isdera in Copyright Infringement
[22:54:30] <isdera> you mean becuase it looks like desert strike?
[22:54:43] <Tomski> No, I just cloned it
[22:55:40] <isdera> aw these PC speaker sound effects are great
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[23:44:10] <jeffol> into your mother
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[23:48:20] <gentlemandroid2> Pretty neat stuff both of those
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[23:51:47] <d0d0> Hey guys .....
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[23:52:25] <d0d0> Question ... I am uploading a 3d model from blender into libGDX .... I can see it, but it is faint ....
[23:53:21] <intrigus> Nice isdera
[23:53:27] <d0d0> any idea what could it be ? is my model coming in as opaque or transparent ?
[23:53:43] <isdera> ty ^_^
[23:54:06] <gentlemandroid2> Hey d0d0 ................................. how about a screenshot?
[23:54:11] <isdera> d0d0 are you using fbx-conv to convert your .obj file into .g3db ?
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[23:54:54] <d0d0> yup ... i am using fbx conv to convert my .fbx into g3db
[23:55:26] <d0d0> screen shot ... ? let me try ... it is faint though
[23:55:48] <EvilEntity_> jeffol, yeah, gimme a sec, gonna grab a shovel
[23:56:22] <d0d0> imagine a dark sky with no moon and no stars ... its like that ;-)
[23:56:34] <EvilEntity_> how hard is it to make a screenshot
[23:56:58] <d0d0> and then there appears a horses form ... very slight.... like a ghost floating
[23:57:38] <gentlemandroid2> I think this sounds more intruiging as it is
[23:58:35] <isdera> yeah you should stick with the ghost horse concept
[23:59:13] <d0d0> do u guys have blender ?
[23:59:34] <isdera> yup i use it to make my protein shakes