Switch to DuckDuckGo Search
   November 7, 2015  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | >

Toggle Join/Part | bottom
[00:00:10] <gentlemandroid2> https://github.com/libgdx/libgdx/wiki/Importing-Blender-models-in-LibGDX
[00:00:15] <d0d0> hehe....
[00:00:16] <gentlemandroid2> "Also, it is quite common that the materials from Blender export with opacity set to Zero. If you notice your model is not being rendered. Go to the Material in Blender, and below "Transparency" set its Alpha to the desired one (usually 1, for full opacity)."
[00:00:28] *** scellow has quit IRC
[00:01:20] *** mmik has joined #libgdx
[00:01:24] <d0d0> i thought that I did that ... lemme check
[00:01:26] <gentlemandroid2> Everyone should use Blender, it's wonderfuls
[00:01:39] <isdera> i like the price.
[00:01:50] <gentlemandroid2> That's a major selling point
[00:02:33] <gentlemandroid2> Weirdly though, I think it's actually better than the paid packages, at least for gamedev
[00:03:04] <isdera> i wish i knew how to use it
[00:03:20] <gentlemandroid2> Youtube man, there's lots of great stuff on it
[00:03:34] <isdera> yeah i know. im old now though, its hard to learn new things
[00:04:13] <d0d0> luv the blender ....
[00:04:13] <gentlemandroid2> I'm old, mostly the joint pain that bugs me
[00:04:36] * isdera gives gentlemandroid2 a shoulder rubs
[00:04:54] <gentlemandroid2> Can you replace knees?
[00:05:26] <isdera> ick nope
[00:06:24] *** phoenixw has quit IRC
[00:06:26] <jeffol> I added chartboost to my ios app and started getting just awful performance hits. Like it just halts rendering for over a second even when the game is pretty much idle doing nothing. Removed it, running peachy. Fantastic library chartboost.
[00:07:02] <isdera> pfft more like fartboost
[00:07:24] <gentlemandroid2> Does.. does it help with bowel trouble?
[00:07:30] <d0d0> Here is my Screen Shot : https://drive.google.com/file/d/0B5sEJkyyztu3dl9hcWZfdk9mQm8/view?usp=sharing
[00:07:43] *** nine_9 has joined #libgdx
[00:07:58] <isdera> are you actually using that god awful android emulator for desktop?
[00:08:07] <gentlemandroid2> Good lord are you using the emulator?
[00:08:28] <d0d0> to get the screenshot I used the emulator ... but I got devices other than emulator ... ;-)
[00:08:46] <gentlemandroid2> You're launching to device?
[00:08:51] <d0d0> yup
[00:09:07] <isdera> why didnt you just run the desktop version and take a screenshot..
[00:09:16] <gentlemandroid2> One of the strengths is being able to dev mostly on desktop
[00:09:27] <d0d0> I am just doing an adroid app
[00:09:37] <gentlemandroid2> Still, faster to iterate on desktop
[00:09:46] <isdera> he's right ^^
[00:09:55] <d0d0> yup ... agreed
[00:10:22] <isdera> did you add an environment and some light to the model? its hard to see. is it supposed to be that dark?
[00:10:34] <gentlemandroid2> I would say check the lights yea
[00:10:47] <isdera> you wanna use at least a 60 watt bulb
[00:11:16] <d0d0> can I adjust the intensity of the lights .... ?
[00:11:22] <gentlemandroid2> You know when it all moves to physically based rendering that will be like a real suggestion
[00:11:37] <isdera> try this... environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.7f, 0.7f, 0.7f, 1f));
[00:11:49] <d0d0> I do have lights set up in the environment
[00:12:42] *** Ange_blond has quit IRC
[00:12:44] <isdera> are you sure you have your ModelBatch configured with an alpha of 1, and your model?
[00:12:44] <gentlemandroid2> I'd go over Xoppa's tutorials
[00:13:05] *** IoriX2k2 has joined #libgdx
[00:13:46] <isdera> also make sure you check 'export normals' in blender when you export your .obj file.
[00:13:50] *** FrottyZ has quit IRC
[00:13:56] <d0d0> I did go over xoppas tutorials...
[00:13:58] *** mobidevelop has quit IRC
[00:14:08] <jeffol> I blame Xoppa
[00:14:14] <d0d0> hehe
[00:14:46] <d0d0> it did not do much ...
[00:14:49] <gentlemandroid2> It really just looks like a lighting issue
[00:15:01] <d0d0> here is my code snippet...
[00:15:20] <d0d0> environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.7f, 0.7f, 0.7f, 1f));
[00:15:20] <d0d0> environment.add(new DirectionalLight().set(255, 255, 255, 0f, 0f, 1));
[00:15:20] <d0d0> environment.add(new DirectionalLight().set(255, 255, 255, 0f, 0f, 1));
[00:15:20] <d0d0> environment.add(new PointLight());
[00:15:21] <gentlemandroid2> Oh god, wall of text approaching?
[00:15:50] <jeffol> pastebin.org
[00:16:45] *** mobidevelop has joined #libgdx
[00:16:45] *** ChanServ sets mode: +o mobidevelop
[00:17:33] <TEttinger> not sure what the 0f, 0f, 1 are
[00:17:48] <TEttinger> if any are alpha and given 0...
[00:18:03] <jeffol> we're just being transparent, that's all.
[00:18:21] <EvilEntity_> i dont thing colors in gdx go to 255
[00:18:28] <d0d0> it is r,g,b, xCoord, YCoord, ZCoord
[00:19:45] <jeffol> d0d0 the r,g,b need to be float values. ie, between 0.0f and 1.0f
[00:19:56] <TEttinger> well they'll be clamped
[00:19:59] <jeffol> yeah
[00:20:01] <jeffol> true
[00:20:05] <TEttinger> that should be the same as 1.0
[00:20:57] <d0d0> yup ... changed that
[00:21:23] <d0d0> but the same result ...
[00:22:18] <gentlemandroid2> Why do you have two identical lights in the same direction?
[00:22:33] <d0d0> so I can see better ...
[00:23:06] <d0d0> lol ... i thought that this was alighting issue too .. .so I just increased the number of lights shinging on the horsey
[00:23:48] <gentlemandroid2> Why not try a different direction though? Can you rotate the camera? It looks like the horse is lit from above
[00:24:08] *** Biliogadafr has quit IRC
[00:24:16] <gentlemandroid2> Damn you know what, it does looks like an alpha issue
[00:24:50] <d0d0> i was gonna do that ... but I wanted to tackle this issue first ...
[00:25:20] <jeffol> well, considering yesterday you couldn't even see it, at least you're making some progress ;)
[00:26:39] <d0d0> yesterday ... it was there .... It was just away from the camera :-( So I couldnt see
[00:26:55] <gentlemandroid2> Are you using a cameracontroller?
[00:27:13] <gentlemandroid2> Because that is one tortured screenshot, I mean the composition is all over the place
[00:27:45] <d0d0> no ... I am just setting options on a perspective camera
[00:27:49] *** Adnn has joined #libgdx
[00:28:27] <gentlemandroid2> It's like you're building a ship in a bottle this way, use the tools to have a more fluid dev experience
[00:28:44] <gentlemandroid2> Desktop runtime, CameraController
[00:29:06] <d0d0> the only thing that is being tortured is ME.... the rest will be completed soon ... hopefully
[00:29:27] *** Fastinyoh has joined #libgdx
[00:30:04] <d0d0> I just have to rotate the model it and put it in its place ... but I need to be able to see it clearly for doing that
[00:31:22] <d0d0> I will implement a camera controller after fixing this issue ...
[00:31:28] *** jeffol has quit IRC
[00:32:20] <d0d0> there is going to be a bunch of animated animals on a list view
[00:32:54] <gentlemandroid2> This is like saying I'll get a new eyeglass prescription after I read War and Peace cover to cover
[00:33:36] <gentlemandroid2> But it does look like some kind of alpha problem, did you check the material properties
[00:38:23] <d0d0> I agree wtih what u r saying .... but I am trying to start small ... am experimenting with libGDX .... to get an idea how it is working .. as u might have guessed, this is my first time with libGDX.
[00:38:46] *** badlogic1 has joined #libgdx
[00:39:28] *** Fastinyoh has quit IRC
[00:40:37] *** badlogic1 has quit IRC
[00:40:55] <gentlemandroid2> Get that CameraController in there at least, it's like 3 lines of code
[00:41:09] <d0d0> ok ...will do that
[00:41:34] *** badlogic1 has joined #libgdx
[00:41:48] <gentlemandroid2> Just being able to orbit your model will really help see material and lighting issues
[00:43:03] <d0d0> i think i got it to appear ...
[00:43:37] <d0d0> u r right this was an alpha issue ....
[00:44:40] *** lukass has joined #libgdx
[00:46:04] <d0d0> in Blender, I had enabled tha transparency tab and set the aplha value as 1 .. but that did seem to work .. so I disabled the entire transparency settings tab ... that works .... I get my red upside down horse ni the screen now ;-)
[00:46:47] <d0d0> thnx ...
[00:48:49] *** Fastinyoh has joined #libgdx
[00:52:39] *** Xpe_ has joined #libgdx
[00:52:46] *** Durvin has joined #libgdx
[00:52:59] *** Fastinyoh has quit IRC
[00:54:46] *** Xpe has quit IRC
[00:54:46] <Adnn> How can I go about rendering some sprites that will affected by box2dlights and some that won't when using Ashley ? I can't do the traditional way of rendering before and after the lights.
[00:55:05] <Adnn> (or I can't see how I can do that)
[00:55:12] *** Oebele has quit IRC
[00:58:50] *** Madigan has joined #libgdx
[00:58:51] *** gentlemandroid2 has quit IRC
[01:00:40] *** nine_9 has quit IRC
[01:02:02] *** Fastinyoh has joined #libgdx
[01:04:05] *** hextileX has joined #libgdx
[01:05:51] *** d0d0 has quit IRC
[01:13:43] *** nine_9 has joined #libgdx
[01:14:41] *** domokato has joined #libgdx
[01:16:19] *** Fastinyoh has quit IRC
[01:16:25] *** Fastinyo_ has joined #libgdx
[01:18:38] *** lapinozz has joined #libgdx
[01:25:09] *** lukass has quit IRC
[01:30:24] *** nine_9 has quit IRC
[01:33:36] <Adnn> Got it
[01:35:14] *** isdera has quit IRC
[01:38:39] *** badlogic1 has quit IRC
[01:39:07] *** bazola has joined #libgdx
[01:40:26] *** isdera has joined #libgdx
[01:44:57] *** basham00 has joined #libgdx
[01:45:29] <basham00> Anyone there?
[01:45:33] <basham00> Here*
[01:45:43] <TEttinger> hello
[01:46:19] <TEttinger> there's plenty of people here, do you have a question we can try to answer?
[01:47:45] <basham00> Well, I'm trying to develop my first game ever, and am using libGDX to do so. I'm a believer in doing it myself instead of following tutorials. My question is that I'm unsure of how to organize the structure of a libGDX project
[01:48:07] <basham00> In other words, I'm unsure of what parts of a game to split into separate classes
[01:48:29] <basham00> The player in a game should have its own class, as well as its own render method (I believe)
[01:48:43] *** Madigan has quit IRC
[01:49:10] <Xoppa> basham00, are you trying to learn programming at the same time as well?
[01:49:27] <basham00> I'm a freshman CS major who knows a fair amount of Java
[01:49:51] <basham00> But I'm new in a sense that there's no guidance.
[01:50:01] <Xoppa> so you know when to separate thing generally into separate classes?
[01:50:23] <Xoppa> *things
[01:50:24] <basham00> Yeah, that's the point of Java isn't it? Objects
[01:50:44] <TEttinger> well, the point of java is having a ridiculous amount of libraries available :)
[01:50:49] <Xoppa> just follow that knowledge for your game and you should be good
[01:51:20] *** Adnn has quit IRC
[01:51:37] <TEttinger> I'd be reluctant to separate too many things into separate classes
[01:51:45] <basham00> I'll give it a whirl. Thanks.
[01:52:12] <Xoppa> TEttinger, thats not game specific, it´s not the 80s, we dont get paid by the class anymore :D
[01:53:38] <TEttinger> like you may benefit from something like a Stats class that stores the general game mechanic statistics for a creature (how high can the frog jump, how much damage does Bob The Sniper do, etc.). But I think going further than that and having, say, a JumpDistance class is too much
[01:54:05] <Xoppa> https://en.wikipedia.org/wiki/Separation_of_concerns
[01:55:38] <EvilEntity_> getting close https://i.imgur.com/vz5SIcf.gifv
[01:55:40] <Xoppa> whenever a class has more than three lines of code, it should always be split into separate classes, otherwise it gets to readable and you might loose your job because someone else can maintain it
[01:56:10] *** Kotcrab has quit IRC
[01:56:10] <basham00> Woah @EvilEntity_
[01:56:12] <basham00> nice
[01:57:36] <TEttinger> EvilEntity_: now precalculate that area for every pixel
[01:57:49] <EvilEntity_> but im making like 100 vectors per frame, gotta do something about that sometime :V
[01:58:48] <basham00> I guess my confusion is hard for even myself to understand. I know how to create different Java objects and how they work/interact. But, in a game dev sense I don't know how to organize these objects. Do I create the Player, the Enemies, the Level, and then tie them into one main class?
[01:59:23] <basham00> I guess I can technically do it however I want, but I'm trying to learn the "proper" way to develop a game.
[02:00:00] <Xoppa> separate game logic from render logic
[02:00:01] <basham00> Perhaps this https://www.safaribooksonline.com/library/view/learning-libgdx-game/9781782166047/ch03s02.html
[02:00:53] <basham00> I think what I'm trying to describe is the "flow" of the project.. excuse me for being inexperienced.
[02:02:46] *** xylen has joined #libgdx
[02:03:01] <Tomski> basham00, there is no one way. There are lots of different design patterns, and you can only find out if they are for you if you try them
[02:03:36] *** elauzel has joined #libgdx
[02:03:40] <Durvin> the proper way is the way that empowers you, the programmer, the most
[02:04:13] <Xoppa> just implement it however you feel comfortable as you are used to, learn from it and be prepared to rewrite parts when you find that they dont fit anymore.
[02:04:30] <Durvin> yes do not fear refactoring. refactoring is hygene
[02:04:50] <Durvin> if you dont regularly refactor, your code will become filthy
[02:05:32] <Xoppa> and if you like: http://gameprogrammingpatterns.com/contents.html
[02:06:14] <Xoppa> but be aware, dont follow the pattern because it is a pattern, make sure to understand why you need it before you use it
[02:06:32] <basham00> That's what I'm working out right now.
[02:06:47] <basham00> I read documentation on how something works, view some examples, and try to understand it
[02:07:00] <Durvin> if you are programming well, your project gets easier as you work on it. if you are doing it badly, it gets harder to work on
[02:07:26] <elauzel> TEttinger you there
[02:09:03] <elauzel> having a unit test issue I can't figure out
[02:09:03] <TEttinger> hey elauzel
[02:09:20] *** Fastinyo_ has quit IRC
[02:09:48] <TEttinger> I am not exactly great with unit tests but I can try
[02:09:56] <elauzel> hey TEttinger. it seems that when I launch my game, my internal file for that font you helped me rustle up gets found no problem (location ttf\arbitrary\folder\
[02:10:05] <elauzel> font.fnt)
[02:10:26] <elauzel> and yet, when I launch my unit test, it fails due to not being able to find that file. and its location is declared in a constant in the class...
[02:10:26] <TEttinger> ah, so the resource isn't being found by tests?
[02:10:27] *** Fastinyoh has joined #libgdx
[02:12:09] *** lukass has joined #libgdx
[02:12:41] <elauzel> apparently not. I had to set up all this jazz using a Quaranting Runner for my tests to @RunWith, as well as @DelegateRunningTo a class made by the same guy, and I'm not entirely sure 1) why they are really needed to unit test with libgdx, and 2) what they might be screwing up
[02:13:19] <elauzel> it's rather surprising that there isn't a runner for junit/mockito made my libgdx already.
[02:13:55] <TEttinger> well I think sometimes application/library resources aren't always available to tests
[02:14:17] <Xoppa> TDD :D
[02:14:31] <Xoppa> what is there to unit test about a font?
[02:14:52] <TEttinger> yeah, can you have the font loaded in application code and then test the application?
[02:15:27] <TEttinger> also can you link to the quarantine runner thing?
[02:15:46] <Xoppa> write a test that makes a screen capture and compares it to a reference image or something?
[02:15:49] <elauzel> i'm testing production code, starting with the simplest class - it extends Game, and sets its screen to a LoaderScreen, which has declared in it the constant for the font.
[02:16:11] <elauzel> for displaying stuff.
[02:16:30] <elauzel> kinda just wanted to be able to call getScreen for the test and just verify that it's not null
[02:16:51] <Xoppa> dont expect TDD to work for games
[02:17:11] <elauzel> I might have to sort of cordon-off the things I want to test, logically, from other stuff
[02:17:29] <Xoppa> separate your game logic from render logic and test that
[02:17:54] <elauzel> I definitely will be. I hadn't expected to run into such a silly issue when the render logic was involved, though. i'm looking up links now
[02:18:30] <elauzel> https://github.com/BinaryTweed/libgdx-test-runner
[02:18:45] <elauzel> this is the test runner, the GAV are in the pom on this page for the quarantining runner
[02:18:54] <Xoppa> whenever you need to upload something to GPU (which is what a font does) than you should ask yourself how you ever gonna test that
[02:19:47] <elauzel> right, and normally I wouldn't
[02:19:59] <elauzel> it would seem that starting the testing at this point in the program wouldn't be wise
[02:20:01] <Xoppa> then dont reference resources in your tests
[02:20:15] <elauzel> I haven't referenced them in my test.
[02:20:30] <elauzel> again, the location of the font file is a constant declared in one of the classes, which is instantiated by the class under test
[02:20:38] <Xoppa> then there shouldnt be an issue loading a fnt file
[02:20:48] <TEttinger> ok, so starting the screen has the issue?
[02:20:56] <elauzel> and yet, when this class is instantiated, the file isn't able to be found - yet, running the desktop launcher to launch the app is just fine
[02:20:59] <Xoppa> *because you shouldnt load the fnt file in the first place
[02:21:03] <TEttinger> and the fnt is loaded in the screen's code, which is not in a test folder?
[02:21:41] <TEttinger> and yeah, JUNit is meant for testing single small functions
[02:21:54] <Xoppa> only test game logic, not render logic
[02:21:58] <TEttinger> a whole game will either fail the entire test or none of the test
[02:22:02] <elauzel> Xoppa, I'm not sure what you are suggesting I do, exactly. have a boolean switch to turn off the loading of font files during a unit test but not during running the production code itself?
[02:22:14] <TEttinger> no, don't test graphics
[02:22:21] <basham00> I'm regretfully asking such a noob question but it's driving me crazy. Can someone explain to me what the line batch.setProjectionMatrix(cam.combined); does? Something with allowing batch and camera to use the same coordinate system I think?
[02:22:28] <Xoppa> elauzel, no, dont test things you cant test
[02:23:14] <elauzel> I wasn't previously aware that running a unit test that loads a screen using a font would cause the test to fail
[02:23:20] <elauzel> if I had been, I wouldn't have attempted to.
[02:23:29] <Xoppa> elauzel, if your game logic relies on render logic then thats fine, but then you cant unit test it
[02:23:30] *** isdera has quit IRC
[02:23:35] <TEttinger> basham00: that's one of those things I never quite got, but it usually seems to work just fine
[02:23:53] *** Fastinyoh has quit IRC
[02:23:54] <elauzel> perhaps I'm not explaining myself well
[02:24:03] <TEttinger> elauzel, you should probably use the unit tests on non-interactive stuff
[02:24:13] <basham00> @TEttinger that's where I'm at. It works, but I don't know why.
[02:24:25] <TEttinger> basham00: Xoppa knows!
[02:24:39] <elauzel> here's my philosophy: unit test everything you possibly can. I sought to begin doing that, and my very first test, two lines of code, fails to find a resource that otherwise the game can find. help?
[02:24:54] <Xoppa> Batch#setProjectionMatrix set the projection matrix which is used by the GPU to tranform the vertices from world space to screen space
[02:25:28] <Xoppa> im sure the docs says something similar
[02:27:14] <TEttinger> elauzel: I think you should keep unit testing but only for things that you can get meaningful info on
[02:27:31] <Xoppa> so if your visual world is 420000 by 240000 (e.g. your viewport size) in size then the projection matrix will tranform (normalize) that to -1,-1 to +1,+1
[02:27:32] <TEttinger> whether an app opens or not is not very meaninful
[02:27:49] <Xoppa> where -1,-1 is the lower left corner and +1,+1 is the upper right corner
[02:27:57] <elauzel> apparently so. I'd wanted to set up coverage such that if my own code does something undesirable, or libgdx does something new, I'll immediately know if it produces undesirable behavior
[02:28:38] <TEttinger> elauzel: but you could do something like test whether the pathfinding code is guaranteed to find a target
[02:29:02] <TEttinger> whether the takeDamage() function will kill a mob if called enough
[02:29:08] <elauzel> right, yeah.
[02:29:23] <TEttinger> that's where bugs are often
[02:29:29] <elauzel> I'd just wanted to cover everything possible. it just so happened the place I started, the very class that the DesktopLauncher instantiates, causes it to go belly-up
[02:29:53] *** Fastinyoh has joined #libgdx
[02:29:53] *** bazola has quit IRC
[02:29:59] <basham00> @Xoppa thank you!
[02:30:00] <TEttinger> but visual bugs can't be checked by JUnit. it isn't human, it can't tell that a person's neck shouldn't be half a mile tall
[02:30:49] <elauzel> right, that's not what I'd intended to use it for
[02:31:08] <TEttinger> hm
[02:31:29] <TEttinger> well this is really a resources issue
[02:31:36] *** bazola has joined #libgdx
[02:31:43] <TEttinger> and it's possible that junit doesn't have normal classpath stuff
[02:31:48] <elauzel> it's really strange that when the screen is instantiated during the unit test it can't be found
[02:32:02] <elauzel> well, the Quarantining runner puts certain things in different class paths
[02:32:19] <elauzel> because apparently that's necessary to run unit tests with libgdx or something.
[02:32:52] <Xoppa> if your test requires things to upload to the gpu then your test is wrong
[02:33:08] <elauzel> http://pastebin.com/5PxGW52r
[02:33:21] <Xoppa> *wrong = using things it cant test
[02:36:00] <elauzel> and calling create() or setScreen() on an object that extends Game does that, got it. won't do it in the future.
[02:36:08] <elauzel> wont' unit test code that does it either.
[02:36:20] *** bazola has quit IRC
[02:37:19] <elauzel> are other people using the com.binarytweed stuff to run their tests with as well? is there a different/better solution?
[02:37:31] <EvilEntity_> a what
[02:38:35] <elauzel> couldn't get unit tests to work with libgdx without adding two gradle dependencies for the QuarantiningRunner and LibGdxTestRunner by com.binarytweed, annotations shown here: http://pastebin.com/5PxGW52r
[02:39:09] <EvilEntity_> you are testing dumb things tan
[02:40:22] <Xoppa> elauzel, out of curiosity, why are you so eager/focussed on unit tests?
[02:41:08] <elauzel> that's the problem I'm currently trying to solve. unit tests are something I want to do with what I'm making, where I can do them.
[02:41:15] <elauzel> this has been part of my professional life until now.
[02:41:43] <elauzel> while I may be new to libgdx and exactly how and when something gets sent to the gpu, I'm not new to developing or unit testing, and am not intentionally trying to unit test dumb things.
[02:42:08] <elauzel> I simply want code coverage where I can get it, for a variety of reasons
[02:42:31] <Xoppa> but why so eager to unit test in the first place?
[02:43:13] <elauzel> I think that unit tests provide great benefits.
[02:43:37] <Xoppa> sure, but why are you so eager to do it?
[02:43:38] <elauzel> such as providing immediate feedback when some previous functionality breaks due to something you've recently done.
[02:44:00] <elauzel> I am eager to do it in order to reap those benefits? I'm not sure how to be clearer, really
[02:44:16] <elauzel> I'd happily talk about it though, are you wondering something specific?
[02:45:26] <elauzel> perhaps you're of the opinion it's hard to do or doesn't have much of a place in game development maybe?
[02:45:57] <Xoppa> what is it that you are (proven) gaining from being so eager to take this approach?
[02:46:34] <elauzel> you mean, what have I personally experienced as being a benefit of unit testing in the past, that makes me keep wanting to?
[02:46:53] <Xoppa> no not in the past for things that arent games
[02:46:54] <elauzel> or did I misunderstand
[02:47:01] <Xoppa> for this specific use-case
[02:47:21] <basham00> Not to interrupt you guys or anything, but I've searched a bit and haven't found much on making complex hitboxes for my character. I don't want a rectangular box around the character.. that's lame. Any resources?
[02:47:46] <elauzel> oh, well before I get much farther, I wanted to unit test the relatively simple stuff I've made (just a few menus, little else) to get experience with it in this particular framework
[02:48:00] <Xoppa> basham00, https://xoppa.github.io/blog/interacting-with-3d-objects/
[02:48:02] <elauzel> so that when I start the next step, I can simply continue, and practice TDD in non-graphics related code
[02:48:21] <elauzel> and have that stuff unit tested, in order to get the same benefits I get from unit testing non-game software
[02:48:32] <Xoppa> but why would you want to do that in the first place elauzel?
[02:48:37] <elauzel> I know I can't unit test things that appear on-screen, it's stuff that happens behind the screens
[02:48:59] <elauzel> so that ultimately I can develop faster, remain more agile and have an easier time maintaining/changing my code
[02:49:02] *** davebaol has quit IRC
[02:49:12] <elauzel> know immediately when something breaks, have an easier time rooting out problems
[02:49:47] <elauzel> and by doing so, I essentially develop the API for my game by taking a test-centric approach, and am encouraged to write code that is easy to unit test as a side-effect
[02:49:55] <elauzel> it will likely encourage cleaner coding to boot
[02:50:00] <elauzel> I'm not sure what else to say
[02:50:15] <elauzel> I think those benefits are worth pursing regardless of whether it's game or non-game code
[02:50:17] *** jivemeat has joined #libgdx
[02:50:22] <jivemeat> i heard batteries are included
[02:50:24] <jivemeat> is this true?
[02:50:31] <Xoppa> no
[02:50:34] <jivemeat> k
[02:50:41] *** jivemeat has left #libgdx
[02:50:53] *** jivemeat has joined #libgdx
[02:51:07] <jivemeat> i have a question about box2d though. stylistic question
[02:51:58] <jivemeat> I created a stack of game states. Instead of putting my bodies and fixtures in the state class. Would it make sense to have my Player class have it's own body and fixture it creates upon initialization
[02:54:14] <Xoppa> elauzel, those things you describe are very basic things, which personally I´d either say use a better IDE or better know-how of your own code. It still dont see the actual and proven(!!) benefit of the TDD approach in the use-case of a game. But perhaps I´m missing something, can you expand a bit on that?
[02:55:26] <elauzel> previous 'games' I've made were with unity, and I didn't like the experience much, and certainly didn't do anything there
[02:55:33] <Xoppa> e.g. if you need unit tests to write clean code, then you´re likely putting the horse behind the wagon (not sure if thats good english)
[02:55:39] <elauzel> this is the first opportunity I'll have to use it in the context of a game
[02:56:21] <elauzel> it's not that I need unit tests to write clean code - not at all. it's that having unit tests often forces one to make their code unit-testable - and I find that code that is difficult to test is often not very clean.
[02:57:12] <elauzel> I haven't done any reading or investigating into using TDD to make games, it was something I wanted to personally try. so, I suppose I'll just have to let you know. I assume based on your own experience that it provides no benefit
[02:57:30] <Xoppa> well if you´re writing code that involves alot of graphics, then expect that not to be unit testable, so in your case that wont be clean
[02:58:00] <elauzel> and, to be clear, using TDD would be for individual 'pieces' of what get developed, not the entire game as a single entity
[02:58:13] <elauzel> and again, I don't think that you *need* unit tests in order to write clean code.
[02:58:28] <elauzel> in this sense
[02:58:36] <elauzel> certainly in a production sense code isn't clean unless it's unit tested
[02:58:39] <elauzel> I'm putting that by the wayside
[02:58:40] <Xoppa> No, please dont use this as an excuse to deviate from your chosen path, I just like to try to understand why your chose it
[02:59:33] <elauzel> I also think that by taking a TDD approach, and designing from an API-perspective, it will ultimately help me place a greater amount of thought on how I want to *use* what I'm making, and thus, other potential developers in the future
[02:59:45] <Xoppa> you do know that there are other ways to test your code other than unit tests?
[03:00:03] <elauzel> I know of only unit tests and copious logger/print statements.
[03:00:19] <elauzel> and well, I guess generating output of some kind, that must be manually examined
[03:00:30] *** Ange_blond_ has joined #libgdx
[03:00:30] <elauzel> and takes the objectivity out of pass/fail, which is naturally very desirable
[03:00:54] <elauzel> what else is there? and is it game-specific?
[03:01:01] <elauzel> obviously graphics would count
[03:01:38] <elauzel> but edge cases can be a real B, especially in multithreaded areas, something I was considering ConTest for
[03:02:43] <Xoppa> are you java specific or do you use any other languages in your daily life?
[03:02:43] <basham00> Let the players be the bug finders.
[03:02:46] <elauzel> it also sounds kind of fun, and would contribute to my professional development, which is nice
[03:02:52] <basham00> Just kidding of course.
[03:03:05] <elauzel> I've used around 10 in varying degrees, none so much as Java
[03:03:20] <elauzel> and none other than java to any respectable degree
[03:03:35] <Xoppa> how did you use TDD in e.g. your C++ projects?
[03:03:36] <elauzel> well, I guess that's not entirely true
[03:04:09] <elauzel> on the job, I do use Java, HTML, XML, CSS, JSF/EL, and probably something I'm forgetting
[03:04:35] <Xoppa> so how did you use TDD in anything other than java projects?
[03:04:36] <elauzel> I've yet to truly do TDD before. I always wrote code for a little while, then went back and did the tests. I wanted to begin that with this game.
[03:05:16] <Xoppa> you wanted to begin TDD with a game?
[03:05:18] <Xoppa> why?
[03:05:34] <elauzel> just a feeling I had
[03:05:37] <elauzel> perhaps that feeling was indigestion
[03:06:00] <Xoppa> probably
[03:06:15] <Xoppa> it sounds like you should focus on making games instead of making tests
[03:07:10] <elauzel> I do appreciate the input
[03:07:12] *** IoriX2k2 has quit IRC
[03:08:08] *** ctepa has joined #libgdx
[03:08:20] *** Fastinyoh has quit IRC
[03:08:55] <TEttinger> elauzel: I'm starting to come around to writing unit tests for game logic, it's caught some bugs in my lib
[03:09:05] <TEttinger> but I'm not sold on writing tests first
[03:09:27] *** Fastinyoh has joined #libgdx
[03:09:35] <elauzel> perhaps it would be wiser to save it for areas not remotely tied to graphics
[03:09:38] <elauzel> there will be plenty of that
[03:10:05] <elauzel> I'd not anticipated testing objects that extend Screen or Game causing it to go belly-up, regardless of what they do
[03:10:09] <elauzel> an interesting find
[03:10:52] <TEttinger> so what type of game are you making, elauzel?
[03:10:57] <elauzel> has anyone here used WorldMachine? if so, I've got a question
[03:11:20] <Xoppa> I would really like to see a real use-case where TDD was actually beneficial.
[03:11:40] <elauzel> well, I'd bet Uncle Bob has lots to say on the matter. probably can find youtube stuff on it
[03:11:44] <Xoppa> it seems more like a hype
[03:11:59] <TEttinger> Xoppa: in games I doubt it, but in other fields (things like avionics), it seems important
[03:12:14] <TEttinger> I kinda don't want my airplane guidance system untested
[03:12:47] <Xoppa> sure, when you need to know for sure that somethings meets the expected criteria, then a unit test is a good idea
[03:13:04] <TEttinger> "nah, let's glue the landing gear code together with some bash scripts, what's the worst that could happen"
[03:13:11] <elauzel> TEttinger, I'm essentially making a game that uses open-world exploration, warfare, and the politics of marriage to inspire an interest in learning, in relationships, and in the connection between man and nature
[03:13:28] <TEttinger> can you marry your sister
[03:13:37] <TEttinger> because that's what this is going to lead to
[03:13:41] <Xoppa> but TDD dictates that you practically write a unit test for every method your make
[03:13:53] *** jivemeat has quit IRC
[03:14:09] <elauzel> 1) I will likely allow people to do such things if they truly wish to, but there will be micro, meso, and macro-level social ramifications
[03:14:28] *** Fastinyoh has quit IRC
[03:14:36] <Xoppa> I´d really like to see some fundamental prove that it is actual solving anything
[03:14:42] <elauzel> well, specifically, TDD wants you to write unit tests immediately *before* production code, and only until those tests fail. then, you go back and write only enough code to get them to pass, at which point you back to writing tests.
[03:14:59] <elauzel> it locks you into a cycle of like 45-90 seconds
[03:15:27] <elauzel> it does tend to have you always be ~100% unit test covered
[03:15:30] <elauzel> by its nature
[03:15:35] <TEttinger> https://en.wikipedia.org/wiki/Royal_intermarriage
[03:15:37] <Xoppa> no it locks you into writing tests which costs more time than it took you to write the implementation
[03:16:00] <elauzel> I've had unit tests be very helpful professionally, and don't personally think that it's a second-class citizen
[03:16:03] <Xoppa> there are better ways to test code
[03:16:13] <elauzel> but I know not everyone thinks that
[03:16:47] <TEttinger> my favorite way to test game library code is to write as many complete running applications as possible, each testing some different category of stuff
[03:16:51] <Xoppa> im not sayin that unit tests are bad, but i just like to some prove that TDD is actually a good thing
[03:17:04] <mobidevelop> Unit tests are bad
[03:17:07] <TEttinger> it gives you a chance to see how real usage of the lib is
[03:17:28] <TEttinger> and yeah, unit tests test a unit, not a whole
[03:17:41] <TEttinger> sometimes you should really be testing the whole
[03:17:49] <elauzel> and then you play your game
[03:18:14] <elauzel> I'll tell you this, Xoppa
[03:18:20] <TEttinger> oh!
[03:18:43] <elauzel> I've found many times that having unit tests helps team members not screw stuff up, or writing unit tests uncovers big problems in code written by team members
[03:18:44] <TEttinger> one of my haskell-using friends is a big proponent of QuickCheck, which has ports everywhere including java
[03:18:48] <Tomski> TEttinger, or you can use code coverage tools for that ;)
[03:18:55] <elauzel> one of my team members once even messed up several getter/setter methods. my tests caught i
[03:19:08] <TEttinger> Tomski: I still don't know what code coverage tools do
[03:19:18] <elauzel> I use EclEmma, it's fantastic
[03:19:41] <elauzel> want me to make you a screenshot of what it does?
[03:20:10] <Xoppa> elauzel, that sounds like you should better test your team members instead of their code :D but even without unit tests (remember, there are more ways to test things), i´m sure you´d find those
[03:21:02] <elauzel> thing is, writing unit tests are there forever once they're done, take less than a few seconds to run, provide documentary value, can help you learn new systems, and help you test the code - can't really test team members, since they don't personally get shipped to production...
[03:21:38] <TEttinger> https://github.com/pholser/junit-quickcheck/
[03:21:52] <elauzel> I know for one I'm not able to make a single change to tens of thousands of lines of code, and get confirmation that what I just did either did or didn't break a build, in just a few seconds time
[03:22:05] <elauzel> other than unit testing
[03:22:24] <TEttinger> I mean, if you write bad tests it won't catch this stuff either
[03:22:25] <Xoppa> elauzel, dont get me wrong, i dont say that you dont need unit tests, that doesnt justify TDD though
[03:22:49] <elauzel> oh
[03:22:59] <TEttinger> so here's a fun bug that TDD would never ever catch
[03:23:05] *** hextileX has quit IRC
[03:23:09] <elauzel> TEttinger that seems neat
[03:23:15] <TEttinger> I had my little demo of a lib feature working just fine
[03:23:38] <TEttinger> I'd hit run or debug in IntelliJ, it would show a little rainbow-colored map where each color was a zone of influence
[03:23:44] <EvilEntity_> tdd entire game sounds like hell
[03:23:49] <TEttinger> then I wanted to make a standalone jar of this
[03:24:08] <TEttinger> the standalone jar had 18 of 60 rows given BG colors, nothing else had a bright color (gray)
[03:25:01] <TEttinger> it turns out, I was using maven for various reasons, and the equivalent to gradle's or other tools' uberjars is the Maven Shade plugin
[03:25:28] <elauzel> haven't heard of that one before
[03:25:45] <TEttinger> and I was determining (it took a long time to isolate this) the background colors by using a precomputed binary lookup table to determine certain properties
[03:26:04] <TEttinger> the binary file was saved as a resource and distributed with the lib
[03:26:35] <elauzel> that doesn't sound like something TDD would be meant to solve
[03:26:38] <TEttinger> now, maven normally is fine with binary files, but shade sees it and says "hey that's a text file!"
[03:26:47] <elauzel> interesting
[03:27:11] <TEttinger> so any negative numbers in the short[] that the binary file encodes are treated as 0
[03:27:51] <Xoppa> TDD isn´t meant to solve anything
[03:27:56] <TEttinger> so I have a wall fo 0 after a certain point (not actually corresponding to negative numbers, it's some unicode char combination that appears in the binary that tells it to stop reading)
[03:28:49] <TEttinger> turns out I solve it by generating the binary short[] data at runtime, which is only a tiny bit slower than reading from a JAR (and faster I assume if on a crappy HDD)
[03:33:32] <elauzel> nice
[03:35:03] *** hextileX has joined #libgdx
[03:35:35] <TEttinger> the data, if you're interested, was related to the 256x256 hilbert curve, which is surprisingly handy for a wide range of tasks
[03:36:40] <TEttinger> (microsoft of all things has the documentation for a hilbert curve-based cluster computing task allocator, marked "not meant for general use")
[03:36:46] <TEttinger> it's probably used by Bing
[03:37:36] <TEttinger> I'm using the hilbert curve to better compress 2D data as if it is 1D
[03:37:58] <TEttinger> but there are people doing 108-dimensional hilbert curve insanity
[03:38:03] *** EvilEntity_ has quit IRC
[03:38:50] <basham00> Anyone know why when the camera pans up the glClearColor is visible as a small strip at the bottom of the window?
[03:39:17] <TEttinger> maybe you aren't drawing over it?
[03:39:44] <basham00> It's the first declared bit in my render method
[03:40:12] <TEttinger> right but if the rest of the stuff you're rendering doesn't cover the background, the background may show?
[03:40:31] *** badlogic has quit IRC
[03:40:39] *** Xoppa has quit IRC
[03:40:51] <TEttinger> also, this is great, and Xoppa would have liked this
[03:40:55] *** Raziel has quit IRC
[03:40:55] <TEttinger> elauzel: <timotimo> huh, how can slurp be broken and our test suites don't catch it :|
[03:41:05] <TEttinger> that's from the Perl 6 IRC channel
[03:41:18] *** intrigus has quit IRC
[03:41:21] <TEttinger> they have hard core test suites
[03:41:26] <Tomski> hey Xoppa, is there a way to make the specular component in the default shader 'tighter'?
[03:41:34] <TEttinger> he left
[03:41:37] <elauzel> I've not heard of the hilbert curve before...
[03:41:43] <Tomski> aw man, timing
[03:41:53] <TEttinger> it's a space-filling curve. 1d path through N-D space
[03:42:01] <elauzel> ah
[03:42:06] <elauzel> non-linear path?
[03:42:10] <TEttinger> the moore curve is related, and is very very good for maps
[03:42:55] <TEttinger> https://en.wikipedia.org/wiki/Hilbert_curve
[03:43:24] <elauzel> hmmmmm
[03:43:36] <elauzel> I was going to be starting on my world generation/map creation next
[03:44:00] <TEttinger> well moore is good when you want to ensure a loop wille exist
[03:44:02] <TEttinger> https://en.wikipedia.org/wiki/Moore_curve
[03:44:32] <TEttinger> I have some text based dungeons I have been generating with the 2D and 3D moore curves
[03:44:36] <elauzel> I'd previously been reading through this: http://tinyurl.com/q2h5a9k
[03:45:20] <TEttinger> oh yeah, this seems not very useful for making good game maps
[03:45:49] <TEttinger> maybe dwarf fortress-likes, but you want to emphasize personal relationships and not materials for building
[03:47:23] <elauzel> you misunderstand
[03:47:31] <elauzel> I want to emphasize those things I mentioned without it being right in their face
[03:47:44] <elauzel> and I love me some dort fort
[03:48:23] <elauzel> in any case, I'm interested in terrain that gets generated through something that approximates actual plate-tectonics, and I want the world to have seasonal (and shorter-term) weather patterns
[03:48:54] <TEttinger> well I would think to ensure the relationship stuff is possible, you need to have a concrete (no pun intended) understanding of connectivity, which simulated geology will not give you
[03:49:27] <elauzel> my first degree was in sociology
[03:49:31] <elauzel> =)
[03:49:43] <TEttinger> I don't mean human connectivity
[03:50:33] <elauzel> ah what type then
[03:50:48] <elauzel> I don't expect this to accomplish anything more than helping me develop the mechanics for generating my terrain and maps.
[03:50:58] <elauzel> one thing at a time after all
[03:51:11] <TEttinger> if everyone's on an island because the formula generated more water than earth has, then you'll end up with polynesia-like arrangements of nations
[03:51:25] <elauzel> yes indeed
[03:51:54] <TEttinger> if everyone is in a mountainous area with hard stone that disallows farming anything but opium poppies, you end up making afghanistan
[03:52:04] <elauzel> correct
[03:52:24] <TEttinger> these are very different games and will require really broad mechanics to handle both
[03:52:35] <elauzel> those will be part of the same world
[03:52:46] <elauzel> I'm generating an entire world map
[03:52:55] <TEttinger> well there's the thing, you could also generate worlds that are invalid
[03:53:02] <elauzel> yup
[03:53:08] <elauzel> or simply not fun
[03:53:13] <TEttinger> earth is relatively lucky to be in the goldilocks zone of distance from a star
[03:53:15] <elauzel> or feasible for civilizations to arise in
[03:53:32] <elauzel> reading a history of technology from oxford press is helping me plan that part out
[03:53:56] <TEttinger> what I'd propose is to generate the social centers first, and build the world around that
[03:54:01] *** ctepa has quit IRC
[03:54:02] <elauzel> (it starts with language, and pointy sticks, and goes to around 1960, over 7 volumes)
[03:54:22] <elauzel> the social centers will first pop up around fertile-crescent like areas in the world
[03:54:23] *** ctepa has joined #libgdx
[03:54:53] <elauzel> development will continue procedurally until a player hits the 'stop' button, or until a predetermined point, and then they get to begin playing
[03:55:37] <elauzel> once that point starts, the point of groups of being forming 'cultures' in any sense, the world will be largely geologically stagnant, at least from a plate-tectonic standpoint, in the game
[03:55:45] <elauzel> no more earth moving like liquid over time to take shape
[03:55:54] <TEttinger> ok, just keep in mind this game will take years of development to get to the described state
[03:56:00] <elauzel> yep
[03:56:06] <TEttinger> if you're ok with that, then it's possible
[03:56:10] <elauzel> I look forward to it personally
[03:56:21] <elauzel> I've already spent 2 years developing ideas and some of the other mechanics
[03:56:29] <elauzel> it's fun to me
[03:56:36] <TEttinger> look up ultimo ratio regum btw
[03:57:04] <TEttinger> http://www.ultimaratioregum.co.uk/
[03:57:04] <[]J> URR is a joke
[03:58:08] <elauzel> sounds like the conversation is about to get more interesting
[03:58:36] *** cackling_grandma has joined #libgdx
[03:58:43] <TEttinger> I haven't played it, it just seems like the same kind of game
[03:58:56] <[]J> when I played it, it seemed unlike a game
[03:59:01] <[]J> lots of fancy engine things... but no game
[03:59:46] <TEttinger> yeah, he says it isn't a playable version yet
[03:59:50] *** cackling_ladies has quit IRC
[03:59:54] <TEttinger> 0.8.0 he claims will have gameplay, ha
[04:00:14] <elauzel> hah, hm
[04:01:35] <elauzel> nifty
[04:04:58] *** hextileX has quit IRC
[04:05:22] <elauzel> i've not yet decided how best to represent the maps to players
[04:05:50] <elauzel> need to do some looking into it, how terrain will best be shown
[04:06:44] <basham00> for screen hide, could I use a boolean while loop in the render method and if I change screens, just change the boolean to false to stop the current screen from rendering?
[04:06:49] <basham00> not entirely sure how to implement hide
[04:08:56] *** andrew_ has joined #libgdx
[04:08:59] <TEttinger> what do you mean by hide, basham00?
[04:09:28] <basham00> To hide a screen
[04:09:38] <basham00> https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/Screen.html#hide--
[04:09:47] *** cackling_ladies has joined #libgdx
[04:09:59] <basham00> Basically don't dispose screen, just prevent it from showing and activate another one
[04:10:27] <TEttinger> well, from what I understand the programmer doesn't call hide
[04:10:39] <basham00> No, hide runs automatically when you set another screen
[04:10:50] <TEttinger> they call setScreen, and that causes the one that is being changed out to have hide() called
[04:10:53] <TEttinger> ok
[04:10:55] <basham00> but within hide I can make a boolean false, and that boolean determines if it is rendered or not
[04:11:02] <TEttinger> but it won't be
[04:11:07] <TEttinger> only the current screen is renderd
[04:11:16] <basham00> Oh.
[04:11:47] *** cackling_grandma has quit IRC
[04:11:56] <TEttinger> I think you can make it so it has multiple screens displayed, but it isn't that way by default
[04:12:31] <TEttinger> when it's hidden its render won't be called, AFAICT
[04:12:57] <basham00> I was asking this question because I was disposing the screen instead of letting hide do the work
[04:13:12] <TEttinger> ah
[04:13:25] <TEttinger> yeah you should probably just need to setScreen to a different screen
[04:13:45] <TEttinger> but disposing is correct if you never intend to use that screen again
[04:13:50] <basham00> Right
[04:15:51] <elauzel> so TEttinger
[04:15:56] <elauzel> you were saying you use the moore curve for maps
[04:16:13] <elauzel> for finding paths?
[04:19:29] *** isdera has joined #libgdx
[04:20:42] <TEttinger> well I use it for dungeon maps
[04:21:06] *** rottz has joined #libgdx
[04:21:14] <TEttinger> the shape of it is relatively obvious here https://gist.githubusercontent.com/tommyettinger/a93e1340e09cb530d963/raw/f87a674bddabf068aa72c13bc46bfe49ea53650e/dungeon.txt
[04:21:45] <TEttinger> I resize the columns and rows randomly, then draw rooms at randomly increasing distances down the Moore curve
[04:21:55] <TEttinger> I use a 16x16 curve to place the rooms
[04:22:08] <TEttinger> it of course places larger than that for each room
[04:22:59] <elauzel> seems interesting, I'd like to learn more about it
[04:23:15] <elauzel> and such map generation
[04:23:33] <TEttinger> all my stuff is open source, there's a release fairly soon coming up I think
[04:24:23] <basham00> This chat is depressing. I was just dancing around after successfully making a main menu and a game over screen..
[04:24:41] <elauzel> don't feel bad, I've not done much more than that yet
[04:24:55] <TEttinger> I haven't even made a game with a main menu
[04:24:57] <elauzel> I'm teaching myself many things as I go, but I enjoy the process a lot, and learning in general
[04:24:57] <TEttinger> https://github.com/SquidPony/SquidLib/blob/master/squidlib-util/src/main/java/squidpony/squidgrid/mapping/SerpentMapGenerator.java
[04:26:26] <TEttinger> so don't worry about the bitcount stuff
[04:26:52] *** phoenixw has joined #libgdx
[04:26:56] <TEttinger> the first stuff in that file is the most complicated, haha
[04:27:21] <TEttinger> really all that stuff does is it assigns random widths to columns and heights to rows, with 16 of each
[04:27:51] <TEttinger> https://github.com/SquidPony/SquidLib/blob/master/squidlib-util/src/main/java/squidpony/squidgrid/mapping/SerpentMapGenerator.java#L75
[04:27:55] <elauzel> hmm
[04:27:59] <elauzel> I'm gonna watch you
[04:28:05] <TEttinger> so m is a moore curve position
[04:28:21] <TEttinger> i is used to track how far we've gone since the start
[04:28:49] <TEttinger> and then we just move forward on the Curve by between 4 and 12 steps each iteration
[04:29:15] <TEttinger> that means almost any two steps will be separated by a minimum of 2 rows and/or columns
[04:29:33] <TEttinger> (I'm not sure of that, but it seems usually true)
[04:30:06] *** mobidevelop has quit IRC
[04:30:10] <TEttinger> the line after the loop takes the last point on the curve and connects it back to the start
[04:30:29] <TEttinger> then it feeds that to another class, MixedGenerator, which connects the rooms
[04:30:35] <TEttinger> (also draws the rooms)
[04:31:09] <TEttinger> the nice thing about this is you have some guarantees of connectivity. you know you will always be able to reach all rooms, and they will loop
[04:31:40] <elauzel> interesting, but I don't quite yet get it entirely
[04:31:45] <elauzel> the principle, I understand
[04:31:56] <TEttinger> you also know that the curve is likely to touch almost every part of the 16x16 grid of possible rooms
[04:32:03] <elauzel> I probably need to see an illustration or see it in action
[04:32:07] <TEttinger> sure
[04:32:28] <TEttinger> there's a good picture on wikipedia of the full moore curve
[04:32:29] <elauzel> have any good resources on this kind of stuff? pretty neat
[04:32:34] <TEttinger> oh yeah
[04:33:23] <TEttinger> I use the bottom left one of these https://upload.wikimedia.org/wikipedia/commons/c/c0/Moore-curve-stages-0-through-5.png
[04:34:04] *** Sadale has joined #libgdx
[04:34:56] <TEttinger> if you start at any grid position (the grid positions are all corners or are in a straight vertical or horizontal line with corners), just continue to travel in either direction along the line for 4-12 steps
[04:35:12] <elauzel> i'm following
[04:35:17] <TEttinger> mark your start and current position as rooms. connect them.
[04:35:29] <TEttinger> then move another 4-12 grid positions
[04:35:37] <TEttinger> connect the last room to the next room
[04:35:48] <TEttinger> and so on, eventually you'll reach your starting point
[04:35:54] <TEttinger> or just before it
[04:36:02] <TEttinger> connect end to start and you have a loop
[04:36:05] <elauzel> gotcha, I was trying to imagine how you used just this algorithm to generate the shapes of the rooms and their connections
[04:36:08] <elauzel> that boggled my mind
[04:36:10] <elauzel> it can't be just that
[04:36:19] <TEttinger> it isn't
[04:36:21] <elauzel> lol
[04:36:28] *** kdarknight__ has joined #libgdx
[04:36:37] <TEttinger> the shapes of the rooms are done using MixedGenerator, which is its own small class
[04:36:40] <elauzel> the 'carvers'
[04:37:01] *** gentlemandroid has quit IRC
[04:37:02] <TEttinger> https://github.com/SquidPony/SquidLib/blob/master/squidlib-util/src/main/java/squidpony/squidgrid/mapping/MixedGenerator.java
[04:37:22] <TEttinger> this is almost a direct port of a friend's C code, made prettier and java-er
[04:37:37] <TEttinger> it does the same thing, connect rooms
[04:38:29] <TEttinger> his library emphasizes what I call stepWobbly, and is called libdrunkard (the algo is Drunkard's Walk, and I only use it for caves)
[04:38:50] *** kdarknight has quit IRC
[04:39:56] <TEttinger> for a world map, things get interesting
[04:40:40] <TEttinger> what I'd consider is placing fertile crescents intentionally (weather patterns aren't always related to tectonics, and there are possible variables)
[04:41:02] <elauzel> yeah I definitely didn't mean to imply that they were
[04:41:46] <elauzel> there will be a minimum that get placed 'intentionally', to essentially 'seed' the beginning of a given race's tribes, so they can spread from there
[04:42:13] <elauzel> well, more specifically, the gods/demigods will decide where to seed their creations
[04:42:30] <elauzel> some of them will be less kind and more humorous
[04:42:30] <TEttinger> so one thing you could consider is doing the tectonics realistically first, then tweaking it in less obvious ways
[04:42:54] <TEttinger> and the tweaks do stuff like create holes in mountain ranges to make all the rain enter one area
[04:43:03] <elauzel> yeah that's what I'll be doing, but it feels like I need to figure out how to ultimately represent the maps first
[04:43:08] <TEttinger> or make valleys where stuff can grow
[04:43:17] <TEttinger> yeah, very large maps are hard
[04:43:26] <elauzel> i'm not entirely sold on the ascii-only approach that many roguelikes use
[04:43:55] <TEttinger> me neither tbh
[04:44:07] <TEttinger> that's why I make voxel models and render them all pixely
[04:44:14] <elauzel> I feel like it's too limiting, and requires a level of condensing of information that I'm not always going to want to be forced into
[04:44:24] <elauzel> or force the player into
[04:44:36] <TEttinger> http://tommyettinger.github.io/home/PixVoxel/AltOrtho/dungeon.html
[04:44:37] <elauzel> I'd much rather go the pixel approach or something like that
[04:44:50] <TEttinger> this was made with one of squidlib's dungeon gens
[04:45:07] <TEttinger> the pixel art is also mine but was a different project
[04:45:29] <elauzel> nifty
[04:45:34] <elauzel> I've yet to make art assets
[04:46:11] <elauzel> I'm trying to think of a decent example for what I want to do
[04:46:17] *** rottz has quit IRC
[04:47:15] <TEttinger> I spent most of the first year of my 511 day github commit streak working on the code and art to turn voxel models into pixel art
[04:47:52] <TEttinger> https://github.com/tommyettinger/PixVoxelAssets#previews
[04:48:08] <elauzel> hero extant is a decent approximation
[04:49:56] *** ctepa has quit IRC
[04:50:31] *** ctepa has joined #libgdx
[04:53:15] <elauzel> wow
[04:53:52] <elauzel> pretty neat
[05:02:44] <elauzel> I think what I dislike is that all ascii characters on roguelike maps are always the same size
[05:03:00] <elauzel> I would be much more okay with it if I could mix font sizes for different things.
[05:03:04] <elauzel> I might look into that.
[05:03:24] <elauzel> it would end up being a layered image
[05:08:01] *** Durvin has quit IRC
[05:15:54] <basham00> Can anyone help me with internal file loading?
[05:16:01] <basham00> This throws file not found
[05:16:03] <basham00> map = new TmxMapLoader().load("TestMap.tmx");
[05:16:10] <basham00> TestMap.tmx is in Android assets folder
[05:21:31] <Tomski> basham00, IDE?
[05:21:58] <elauzel> Gdx.files.internal("path/to/file.ext")
[05:21:59] <basham00> Intellij
[05:22:45] <Tomski> have you set the working directory to the android assets folder?
[05:22:55] <Tomski> for your run config?
[05:23:48] <basham00> I have
[05:25:22] <Tomski> pastebin your full stacktrace
[05:26:06] *** ctepa has quit IRC
[05:26:44] *** ctepa has joined #libgdx
[05:27:47] *** Xpe_ has quit IRC
[05:31:06] *** phoenixw has quit IRC
[05:31:11] *** elauzel has quit IRC
[05:32:07] *** LiquidNitrogen has joined #libgdx
[05:44:31] *** isdera has quit IRC
[05:47:44] *** Durvin has joined #libgdx
[05:48:39] *** lukass_ has joined #libgdx
[05:51:30] *** lukass has quit IRC
[05:54:54] *** phoenixw has joined #libgdx
[05:55:03] *** d4rkforc1 has joined #libgdx
[05:56:36] *** hextileX has joined #libgdx
[05:58:16] <basham00> Sorry, got sidetracked. Fixed the issue, now have another. isTouched is not doing anything on my android app. It's like the phone doesn't detect the input
[05:58:43] *** d4rkforce has quit IRC
[06:02:42] *** noone__ has joined #libgdx
[06:08:11] *** isdera has joined #libgdx
[06:13:30] *** kdarknight has joined #libgdx
[06:14:04] *** ftgf2 has joined #libgdx
[06:16:30] *** kdarknight__ has quit IRC
[06:23:06] <basham00> Anyone know why isTouched would do nothing on android phone? Supposed to move a sprite up but does absolutely nothing
[06:26:50] *** ctepa has quit IRC
[06:28:38] *** basham00 has quit IRC
[06:32:28] *** ftgf2 has quit IRC
[06:33:06] *** isdera has quit IRC
[06:34:38] *** ctepa has joined #libgdx
[06:39:15] *** gerds0n has joined #libgdx
[06:43:14] *** razieliyo1 has joined #libgdx
[06:44:33] *** LiquidNitrogen has quit IRC
[06:45:33] *** guardianL__ has joined #libgdx
[06:50:05] *** Symatix has quit IRC
[06:51:19] *** ShivanHunter_ has quit IRC
[06:59:11] *** kdarknight__ has joined #libgdx
[07:00:46] *** phoenixw has quit IRC
[07:02:18] *** kdarknight has quit IRC
[07:09:01] *** razieliyo1 has quit IRC
[07:10:01] *** ShivanHunter has joined #libgdx
[07:14:47] *** kdarknight has joined #libgdx
[07:17:11] *** kdarknight__ has quit IRC
[07:20:00] *** exo_0 has joined #libgdx
[07:27:23] *** phoenixw has joined #libgdx
[07:46:15] *** Madigan has joined #libgdx
[07:46:18] *** []J has quit IRC
[07:53:21] *** hextileX has quit IRC
[07:56:11] *** ZeroSkewl has joined #libgdx
[08:01:37] *** ctepa has quit IRC
[08:02:04] *** []J has joined #libgdx
[08:04:00] *** lapinozz has quit IRC
[08:10:03] *** Kuvis has joined #libgdx
[08:16:15] *** Kotcrab has joined #libgdx
[08:20:44] *** xylen has quit IRC
[08:31:00] *** ctepa has joined #libgdx
[08:35:33] <Kuvis> anybody gow any idea about text aligning with GlyphLayout? I'm trying to draw this GlyphLayout with a BitmapFont but can't seem to be able align the text to the left consistently
[08:38:08] <Kuvis> i'm using the halign parameter of the GlyphLayout's set text but i cannot find any documentation on it. i've been trying out different numbers and i just couldnt produce consistent results. sometimes a negative number aligns the text just the right way and sometimes it just gets aligned to the center for whatever reason
[08:38:33] *** Murii has joined #libgdx
[08:41:07] <kdarknight> isn't there are constants for it? Align.left or something like that
[08:41:18] <wulax> I remember having similar problems. In the end I just settled on using Label from scene2d.ui. Much easier.
[08:41:49] <Kuvis> i thought there'd be an enum or something, yeah, kdarknight, but i couldnt find anything like it in the docs
[08:42:03] <Kuvis> it just asks for an integer
[08:42:14] <kdarknight> see source
[08:42:24] <Kuvis> not a bad idea i guess
[08:43:13] *** warmwaffles has quit IRC
[08:44:01] *** kdarknight__ has joined #libgdx
[08:45:30] *** Keniyal has quit IRC
[08:46:19] *** jwinterm_ is now known as jwinterm
[08:46:25] <Kuvis> oh there it is, com.badlogic.gdx.utils.Align
[08:46:27] <Kuvis> cheers
[08:46:46] *** kdarknight has quit IRC
[08:50:34] *** Larry1123 has quit IRC
[08:52:53] *** zacdev has joined #libgdx
[08:56:52] *** LiquidNitrogen has joined #libgdx
[09:01:02] *** Larry1123 has joined #libgdx
[09:07:37] *** phoenixw has quit IRC
[09:09:50] *** gentlemandroid has joined #libgdx
[09:11:07] *** Rulasmur has joined #libgdx
[09:11:23] *** xylen has joined #libgdx
[09:12:26] <Rulasmur> So I just created a new libgdx project using gdx-setup but it hasn't set it up properly :/
[09:13:26] <LiquidNitrogen> what seems to be wrong with it
[09:14:48] <Rulasmur> it seems that libgdx wasn't added to the intellij classpath when the project was created
[09:16:00] <Rulasmur> The project works fine through gradle, but in intellij its not picking it up
[09:18:04] <LiquidNitrogen> got the latest setup?
[09:19:29] *** zacdev has quit IRC
[09:20:05] *** zacdev has joined #libgdx
[09:24:15] <Rulasmur> LiquidNitrogen, I believe so, I downloaded it yesterday
[09:25:20] *** darkamikaze has quit IRC
[09:25:38] <wulax> Rulasmur: This should work: check gdx-setup->Advanced->IDEA, generate, IDEA->File->New->Project from existing... select project folder, import project from external model, choose Gradle
[09:26:00] *** domokato has quit IRC
[09:26:26] *** domokato has joined #libgdx
[09:28:28] *** abs25 has joined #libgdx
[09:30:47] *** domokato has quit IRC
[09:32:27] *** domokato has joined #libgdx
[09:33:38] *** mmik has quit IRC
[09:34:38] *** Madigan has quit IRC
[09:35:22] *** abs25 has quit IRC
[09:36:48] <Rulasmur> wulax: thanks, that did it
[09:38:07] <wulax> great!
[09:41:11] *** kdarknight has joined #libgdx
[09:44:09] *** kdarknight__ has quit IRC
[09:44:23] *** zacdev has joined #libgdx
[09:44:46] *** LiquidNitrogen has quit IRC
[09:48:02] *** zacdev has quit IRC
[09:48:27] *** zacdev has joined #libgdx
[09:50:30] *** zacdev has quit IRC
[09:50:57] *** zacdev has joined #libgdx
[09:54:22] *** exo_0 has quit IRC
[10:01:48] *** zacdev has quit IRC
[10:01:48] *** zacdev has joined #libgdx
[10:07:06] *** zacdev has quit IRC
[10:07:27] *** hextileX has joined #libgdx
[10:12:52] *** hextileX has quit IRC
[10:15:56] *** andrew_ has quit IRC
[10:16:38] *** andrew_ has joined #libgdx
[10:16:49] *** MrHamster has joined #libgdx
[10:31:27] *** Ange_blond_ has quit IRC
[10:33:34] *** domokato has quit IRC
[10:34:00] *** domokato has joined #libgdx
[10:37:27] *** gentlemandroid has quit IRC
[10:38:34] *** domokato has quit IRC
[10:41:38] <TEttinger> good news, everyone!
[10:41:47] <[]J> uh oh
[10:41:52] <TEttinger> (who doesn't use apache commons collections)
[10:41:54] <TEttinger> http://foxglovesecurity.com/2015/11/06/what-do-weblogic-websphere-jboss-jenkins-opennms-and-your-application-have-in-common-this-vulnerability/
[10:42:49] <[]J> Oh boy.
[10:43:00] <codi^r> (I don't)
[10:45:09] *** xylen has quit IRC
[10:45:43] <codi^r> I'd like to know how many sysadmins are ordered by their boss to run around deleting InvokeTransformer.class all over the place on Monday
[10:48:37] <TEttinger> haha
[10:48:44] *** xylen has joined #libgdx
[10:48:49] <TEttinger> it's been out for 9 months...
[10:48:53] <TEttinger> jeebus
[10:50:21] *** gentlemandroid has joined #libgdx
[10:51:17] *** zacdev has joined #libgdx
[10:51:26] <codi^r> well, the "good news" is that for most of the apps he tried, the attack port is most likely not open to the web
[10:52:39] *** Symatix has joined #libgdx
[10:56:46] *** andrew_ has quit IRC
[11:01:57] <Rulasmur> TEttinger, nice find, thats a pretty scary exploit there
[11:02:09] *** vestu has joined #libgdx
[11:02:22] <TEttinger> oddly enough someone in #perl6 found it, rather unrelated (though they have a JVM version)
[11:02:37] <[twisti]> interesting read TEttinger
[11:17:13] *** scellow has joined #libgdx
[11:22:16] *** Oebele has joined #libgdx
[11:44:45] *** jdbc has joined #libgdx
[11:45:37] <jdbc> hi
[11:46:06] *** jdbc has quit IRC
[11:47:15] *** jdbc has joined #libgdx
[11:48:29] *** davebaol has joined #libgdx
[11:49:41] *** []J has quit IRC
[11:58:29] *** gentlemandroid has quit IRC
[12:04:11] *** exo_0 has joined #libgdx
[12:06:25] *** Symatix has quit IRC
[12:07:02] *** Adnn has joined #libgdx
[12:07:50] *** jdbc has quit IRC
[12:08:24] *** EvilEntity has joined #libgdx
[12:09:11] *** Bernzel has joined #libgdx
[12:09:50] *** gentlemandroid has joined #libgdx
[12:13:06] *** exo_0 has quit IRC
[12:13:31] *** ShivanHunter has quit IRC
[12:14:34] *** scellow has quit IRC
[12:14:40] *** ShivanHunter has joined #libgdx
[12:18:10] *** xylen has quit IRC
[12:19:03] <gentlemandroid> Why do objects serialize to json backwards in python?
[12:19:21] <gentlemandroid> I mean why do the fields get written in reverse order?
[12:20:55] <gentlemandroid> Oh nevermind, the internet says it's because i'm using a dict
[12:26:34] <gentlemandroid> Huzzah, OrderedDict in your face
[12:28:10] *** TEttinger has quit IRC
[12:33:09] <Rulasmur> Could anyone experienced with gdx-ashley give me some guidance on a little crafting system I'm working on?
[12:34:58] *** AdziHades has joined #libgdx
[12:35:02] <AdziHades> Hey guys
[12:35:03] <wulax> Rulasmur: such general questions rarely get answers here, ask about small specific problems instead
[12:35:28] <AdziHades> Is this chat for help with LWJGL?
[12:37:02] *** Murii has quit IRC
[12:40:07] *** badlogic has joined #libgdx
[12:42:20] *** kdarknight__ has joined #libgdx
[12:42:29] *** gentlemandroid has quit IRC
[12:42:49] *** abs25 has joined #libgdx
[12:43:53] <AdziHades> Hey guys?
[12:44:36] *** kdarkni90 has joined #libgdx
[12:44:46] <wulax> it's not a channel for LWJGL specifically, but just ask your question
[12:44:53] <wulax> maybe someone will know
[12:45:19] *** kdarknight has quit IRC
[12:45:45] <AdziHades> I'm failing epicly at setting up a workspace...
[12:45:54] <Rulasmur> wulax, The problem is I need some advice to get started on the system,I'm not even certain ashley is a good fit for what I'm trying to do
[12:45:55] <AdziHades> Yes, true beginner question
[12:46:45] *** kdarknight__ has quit IRC
[12:47:02] <AdziHades> To give you a bit of background, I've set up build path, and natives, as far as I can tell - But it doesn't seem to want to load it. Running OpenGL 3.1 and Windows 7
[12:50:09] <wulax> AdziHades: no idea, did you try asking at #lwgjl? I see you are already in that channel
[12:50:32] <AdziHades> No-one seems to be active
[12:50:47] <wulax> just wait, or post on the forum
[12:51:00] <AdziHades> I guess I'll just have to keep trying different things and checking IRC :)
[12:52:26] <wulax> Rulasmur: No idea if it is good for whatever you are trying to do, but for advice on general game programming pattern I can recommend http://gameprogrammingpatterns.com/contents.html
[13:13:00] *** MrHamster has quit IRC
[13:16:08] *** EvilEntity has quit IRC
[13:22:08] *** razieliyo1 has joined #libgdx
[13:22:56] *** EvilEntity has joined #libgdx
[13:27:40] *** EvilEntity has quit IRC
[13:39:01] *** kevko has joined #libgdx
[13:39:55] <kevko> Hello, just a short question, is libgdx good for a small quiz game? Where would you start if you have s.th. like this in mind? With Scene2D?
[13:41:00] *** nine_9 has joined #libgdx
[13:41:29] *** AdziHades has left #libgdx
[13:45:48] *** xrash has joined #libgdx
[13:48:37] <Rulasmur> kevko, like ask a question, click an answer kind of game?
[13:48:42] *** crumplezone has left #libgdx
[13:49:14] <kevko> yes exactly
[13:50:01] <Rulasmur> Honestly, it would be easier just doing that in swing, or whatever the ui lib is for the platform
[13:50:56] <kevko> I think of an android app quiz so I should do it with Android Studio and search there for an ui lib you say?
[13:51:33] <Rulasmur> just use the default android sdk
[13:53:04] <Rulasmur> Unless you'd like to use the project as a way to easy into libGDX, in that case, sure
[14:00:21] *** EvilEntity has joined #libgdx
[14:01:29] *** neko250 has joined #libgdx
[14:04:45] *** neko250 has quit IRC
[14:15:36] *** dinova has joined #libgdx
[14:27:40] *** dinova has quit IRC
[14:30:26] *** mobidevelop has joined #libgdx
[14:30:27] *** ChanServ sets mode: +o mobidevelop
[14:31:26] *** abs25 has quit IRC
[14:38:34] *** Murii has joined #libgdx
[14:43:30] *** Dave__ has joined #libgdx
[14:47:59] *** Dave__ has quit IRC
[14:57:40] <noone__> which game is done in swing...
[15:00:25] <noone__> I made a quizgame using libgdx, works fine
[15:06:02] *** Mister_Magister has joined #libgdx
[15:08:55] *** jcouture has joined #libgdx
[15:10:14] <mobidevelop> O.o
[15:13:52] *** nine_9 has quit IRC
[15:14:22] *** nine_9 has joined #libgdx
[15:16:31] *** xrash has quit IRC
[15:16:42] *** Ralphanese has joined #libgdx
[15:16:48] <Ralphanese> Eyyyyyyy
[15:22:01] *** guardianA has joined #libgdx
[15:24:47] *** kjempff has joined #libgdx
[15:30:05] *** scellow has joined #libgdx
[15:31:56] *** zacdev has quit IRC
[15:44:43] *** abs25 has joined #libgdx
[15:48:31] *** kdarknight has joined #libgdx
[15:48:34] *** kdarknight has joined #libgdx
[15:51:17] *** kdarkni90 has quit IRC
[15:51:27] *** Sadale has quit IRC
[15:54:22] *** intrigus has joined #libgdx
[15:56:19] *** harha_ has joined #libgdx
[15:57:18] *** harha_ has quit IRC
[16:03:37] <abs25> where am I
[16:03:39] <abs25> libgdx>
[16:03:41] <abs25> ?
[16:08:41] *** Adnn has quit IRC
[16:08:44] <noone__> are you drunk?
[16:11:39] *** isdera has joined #libgdx
[16:15:33] <lcf1> tequila bum bum haha )
[16:17:02] *** jcouture has quit IRC
[16:17:18] <Durvin> does it make sense to use sprites if I dont care about state? should I just do batch.draw instead?
[16:18:36] <abs25> noone__: no but I aint sober either
[16:18:48] <abs25> its soo good this is default chanell when I login
[16:22:49] *** rottz has joined #libgdx
[16:34:50] <Ralphanese> Spaghetti code sucks
[16:35:01] <Ralphanese> I feel like I don't know where anything is anymore
[16:35:11] <Durvin> refactor it
[16:35:19] <Durvin> it takes like 1/10th the time you think it will
[16:35:19] <Ralphanese> I guess I really should
[16:35:28] <Durvin> refactoring is hygenic
[16:37:57] <Ralphanese> lol, in retrospect, creating a box2d world inside another world class seems redundant
[16:40:36] <Bernzel> abs25 drinking does no good fellow human. Try other drugs instead.
[16:41:11] <abs25> Bernzel: I dont drink alchocol at all lel
[16:41:28] <Bernzel> abs25, tremendous.
[16:41:53] <Bernzel> abs25, what are you on then?
[16:42:41] <abs25> on natural stuff
[16:42:49] <abs25> but I am flying man
[16:43:34] <Bernzel> abs25, Sounds lovely. I'll join in on the clouds soon.
[16:43:56] <Ralphanese> ...?
[16:44:08] <abs25> Bernzel: https://youtu.be/hvbe1bBsPlE?t=50m31s listen this
[16:49:41] *** Raziel has joined #libgdx
[16:55:51] <abs25> Bernzel: did u see PM ?
[16:59:54] *** g2000 has quit IRC
[17:00:12] *** g2000 has joined #libgdx
[17:03:47] <EvilEntity> alcohol is not natural, news at 11
[17:05:03] <cackling_ladies> lol since when?
[17:05:43] *** IoriX2k2 has joined #libgdx
[17:08:43] <isdera> abs25: this a good song :D
[17:10:22] *** Madigan has joined #libgdx
[17:11:16] <abs25> isdera: ikr :D
[17:11:21] <abs25> soo deep
[17:12:22] *** CypherEA has quit IRC
[17:13:07] *** CypherEA has joined #libgdx
[17:23:52] *** xylen has joined #libgdx
[17:28:24] *** isdera has quit IRC
[17:30:05] *** kdarknight__ has joined #libgdx
[17:31:11] *** guardianL__ has quit IRC
[17:32:23] *** Biliogadafr has joined #libgdx
[17:33:06] *** kdarknight has quit IRC
[17:38:41] *** hzy has joined #libgdx
[17:42:53] <EvilEntity> uuk uuk https://youtu.be/FjF8l85FUhs
[17:47:13] <intrigus> The smooth one is on the right EvilEntity !? Doesn't look smooth imo.
[17:48:12] <EvilEntity> i should probably read what ive wrote before i click save
[17:51:46] *** Murii has quit IRC
[17:51:59] *** matty_r has quit IRC
[17:54:06] *** phoenixw has joined #libgdx
[17:55:16] *** Durvin has quit IRC
[17:56:42] *** Mous has joined #libgdx
[17:58:45] *** Symatix has joined #libgdx
[17:59:13] *** d0d0 has joined #libgdx
[18:04:34] *** bazola has joined #libgdx
[18:12:49] <phoenixw> Are there any tutorials for the 3d particle editor usage? Just as far as creating particle effects goes
[18:13:08] <phoenixw> I'm hoping to get a laser effect out of it if possible
[18:16:40] *** Mous has quit IRC
[18:19:16] *** Mous has joined #libgdx
[18:25:09] *** matty_r has joined #libgdx
[18:28:42] *** kevko has quit IRC
[18:33:30] *** noone__ has quit IRC
[18:40:45] *** davebaol has quit IRC
[18:43:36] *** xylen has quit IRC
[18:45:17] *** abs25 has quit IRC
[18:49:09] *** hzy has quit IRC
[18:50:26] *** Xoppa has joined #libgdx
[18:50:26] *** ChanServ sets mode: +o Xoppa
[18:50:39] *** davebaol has joined #libgdx
[18:52:30] *** Murii has joined #libgdx
[18:58:30] *** bazola has quit IRC
[19:09:34] *** Bernzel has quit IRC
[19:10:44] *** bazola has joined #libgdx
[19:10:54] *** phoenixw has quit IRC
[19:21:15] *** nine_9 has quit IRC
[19:28:00] *** Symatix has quit IRC
[19:37:19] *** d0d0 has quit IRC
[19:41:19] *** bazola has quit IRC
[19:43:52] *** kdarknight has joined #libgdx
[19:45:14] *** kdarkni18 has joined #libgdx
[19:46:44] *** kdarknight__ has quit IRC
[19:48:34] *** kdarknight has quit IRC
[19:51:12] *** kdarkni18 has quit IRC
[19:51:29] *** kdarknight has joined #libgdx
[19:52:17] *** bazola has joined #libgdx
[20:00:09] *** BeautiCode has joined #libgdx
[20:00:22] <BeautiCode> Hello
[20:02:22] <intrigus> Best code I've ever written :D IntBuffer dst = (IntBuffer)((Object)pixmap.getPixels());
[20:03:20] <EvilEntity> why?
[20:03:20] <EvilEntity> .getPixels().asIntBuffer();
[20:04:11] <BeautiCode> I'm new to android development & libgdx. I finished my first (actually 2nd) game and tested it, and had 3 other people test it too. The game crashed suddenly on 2 out of 4 devices it was tested on. How can I figure out the cause when I don't have the devices with me?
[20:05:10] <mobidevelop> Use a remote crash logging solution (such as Crashlytics/Fabric)
[20:07:24] *** phoenixw has joined #libgdx
[20:09:53] <BeautiCode> Alright thanks, I'll look into those.
[20:11:45] <EvilEntity> debug view anyone? https://www.youtube.com/watch?v=tMlrP2UYXss
[20:11:52] <EvilEntity> damn, im getting addicted to this social bs!
[20:12:39] *** phoenixw has quit IRC
[20:17:01] <intrigus> This won't work on gwt EvilEntity because getPixels() already is an IntBuffer
[20:17:22] <EvilEntity> thats what you get for workign with gwt
[20:17:22] *** xylen has joined #libgdx
[20:17:40] *** Murii has quit IRC
[20:17:51] <EvilEntity> you could alwayus check first probably
[20:23:58] *** FrottyZ has joined #libgdx
[20:24:09] *** lapinozz has joined #libgdx
[20:24:20] *** Keniyal has joined #libgdx
[20:31:48] *** nine_9 has joined #libgdx
[20:58:44] *** NullString has joined #libgdx
[20:59:23] *** razieliyo1 has left #libgdx
[21:00:02] *** NullString has quit IRC
[21:03:30] *** gerds0n has quit IRC
[21:05:05] *** Kuvis has quit IRC
[21:06:05] *** bazola has quit IRC
[21:08:01] *** NullString has joined #libgdx
[21:10:27] *** phoenixw has joined #libgdx
[21:12:13] *** Chilley- has quit IRC
[21:14:27] *** NullString has quit IRC
[21:14:30] *** phoenixw has quit IRC
[21:19:50] *** isidro has joined #libgdx
[21:20:37] <isidro> guys I need help... I'm getting an IndexOutOfBoundsException on loading a g3db model file...
[21:21:09] <isidro> It was working on libgdx 1.5.5 and now that I updated libgdx version, it stopped working
[21:21:20] <isidro> any suggestions?
[21:31:52] *** Adnn has joined #libgdx
[21:35:06] *** rottz has quit IRC
[21:36:12] *** Raven67854 has joined #libgdx
[21:37:32] *** Maylay has quit IRC
[21:42:35] *** Maylay has joined #libgdx
[21:44:41] <Xoppa> isidro, pastebin the full stacktrace
[21:45:00] <isidro> okay
[21:45:54] <isidro> @Xoppa http://pastebin.com/ngV5f3ky
[21:46:42] <Xoppa> which version of libgdx isidro?
[21:46:46] <isidro> The weird point is that, the same file I used on a previous project worked
[21:46:48] <isidro> 1.7.1
[21:47:11] <Xoppa> pastebin the g3dj file
[21:47:16] <isidro> okay
[21:47:35] <isidro> can I send you the g3db file?
[21:48:06] <Xoppa> no g3db, pastebin the g3dj file
[21:48:16] <Xoppa> fbx-conv -o G3DJ -f yourfile.fbx
[21:49:06] <isidro> working....
[21:50:30] <isidro> the file content is a little bit large...
[21:50:45] <EvilEntity> might be a hint
[21:50:50] <isidro> pastebin does not support
[21:50:52] <isidro> 5 Mb
[21:51:00] <Xoppa> reduce it
[21:51:50] <Xoppa> did fbx-conv show a warning when you ran it?
[21:51:54] <Xoppa> about too many indices e.g.
[21:54:36] <isidro> yes
[21:54:50] <isidro> let me pastebin the fbx-conv output
[21:54:51] <Xoppa> then fix the warning
[21:56:11] <isidro> fbx-conv outpug
[21:56:11] <isidro> http://pastebin.com/8Spmgrqr
[21:56:27] <Xoppa> well there´s your problem
[21:56:43] <Xoppa> just fix that warning and you should be good
[21:56:57] <isidro> decrease the number of vertices?
[21:57:10] <Xoppa> the reason you get that exception now and not in a previous version is because the model now calculates the bounds for you
[21:57:12] <Xoppa> yes
[21:57:32] <isidro> so I think it must be redesigned ...
[21:57:56] <isidro> It's not allowed to load without calculating bounds?
[21:58:26] <Xoppa> why would you ever want to load without calculating bounds?
[21:58:42] <isidro> calculate it mannually
[21:58:48] <Xoppa> why?
[21:58:51] <isidro> for exercises...
[21:58:58] <isidro> to my students...
[21:59:00] <Xoppa> ow, you can still do that
[21:59:29] <isidro> but I can't load a model with more than 32k indices
[21:59:33] <isidro> right?
[21:59:36] <Xoppa> if you really need that much detail (~3.5 pixels per index on 800x480!!) then split it into multiple parts
[21:59:44] <Xoppa> or use a normal map instead
[22:00:32] <isidro> I think I'll have to redraw everything...
[22:00:44] <Xoppa> but usually it indicates a bad model, of which most of the time only a small part is visible, so in that case you should split it up and implement frustum culling
[22:01:07] <EvilEntity> you probably dont need super fancy models for teaching stuff
[22:01:42] <isidro> yes, but this model was made by another designer that is not on the team anymore (unfortunatelly)
[22:03:14] <Xoppa> search open game art for lowpoly models if you just need a free usable model
[22:03:46] <Xoppa> http://opengameart.org/art-search?keys=lowpoly
[22:04:30] <isidro> that's good idea!!
[22:04:34] <isidro> thans a lot Xoppa
[22:14:34] *** badlogic1 has joined #libgdx
[22:16:59] <EvilEntity> xoppa care to take a look if i didnt do anything obviously idiotic? http://pastebin.com/SsLHu6Si
[22:17:55] <Xoppa> sure, but thats quite a lot of loc, anything specific?
[22:18:39] <EvilEntity> i guess math/mesh stuff which is most of it i admit
[22:19:11] <Xoppa> does it work?
[22:19:19] <EvilEntity> from what i can tell
[22:19:48] <EvilEntity> probably missed some edge cases somewhere
[22:21:20] <EvilEntity> lookled like that wherever ive posted that https://www.youtube.com/watch?v=tMlrP2UYXss
[22:21:27] <EvilEntity> fixed few issues since then
[22:22:15] <Xoppa> its quite alot to dive into, but it looks good when skimming around it
[22:22:31] <EvilEntity> cooo, thats all i can ask for
[22:22:34] <Xoppa> looks cool! you do know there´s box2dlights though?
[22:22:53] <EvilEntity> i do, thats why im making it do this :P
[22:23:05] <EvilEntity> note the default b2dlight on the right
[22:23:51] <Xoppa> ow hehe :D i should read things
[22:25:09] <EvilEntity> damn its a lot of math to find all them points, good thing computers are pretty good at math
[22:31:04] *** vestu has quit IRC
[22:38:31] *** NateS has joined #libgdx
[22:41:50] *** NateS_ has quit IRC
[22:44:57] *** isdera has joined #libgdx
[22:47:21] *** isidro has quit IRC
[22:47:24] *** cackling_ladies has quit IRC
[22:47:47] *** cackling_ladies has joined #libgdx
[22:51:56] *** lapinozz has quit IRC
[22:52:21] *** Joozey has joined #libgdx
[22:52:22] *** lapinozz has joined #libgdx
[22:54:46] <lukass_> hey guys, I'm currently working on how to get efficiently the ping of a server with the help of kryonet. so I get this test https://code.google.com/p/kryonet/source/browse/trunk/kryonet/test/com/esotericsoftware/kryonet/PingTest.java?r=50 I ask myself how games like counter strike or others with a list of servers do that. Do I have to connect to each server to get a ping like shown in this test?
[22:56:05] <Madigan> hey folks
[22:56:12] <EvilEntity> well, you cant magically know the ping without actaully pinging stuff do you
[22:58:51] *** TEttinger has joined #libgdx
[22:59:00] *** jivemeat has joined #libgdx
[22:59:02] <jivemeat> hey libgdx
[22:59:20] <jivemeat> new PointLight(handler, 5000, new Color(1,1,1,1), 100, 100,); doesnt exist?
[22:59:28] <jivemeat> and handler.setCombinedMatrix(camera.combined); is deprecated
[22:59:34] <jivemeat> but thats the the github wiki suggests
[22:59:45] <jivemeat> for box2dlights
[23:00:06] <EvilEntity> 5000, lol
[23:00:23] <jivemeat> lol
[23:00:26] <jivemeat> the tutorial said to do it
[23:01:17] <lukass_> EvilEntity So how counter strike gets the ping instantly of all servers in the list? Do they connect in a loop to them? Is this a good solution?
[23:01:56] <EvilEntity> first it connects to server that has a list of servers, then it pings each of them
[23:02:43] <jivemeat> anyone know?
[23:02:50] <Madigan> Assuming you just ping them intermittently (i.e. when "Refresh" is clicked), it shouldn't be a performance issue.
[23:02:52] <EvilEntity> jivemeat, wiki page is correct
[23:03:12] <jivemeat> then why won't that construct allow 5 parameters?
[23:03:31] <EvilEntity> because its 6 on the wiki
[23:03:43] <jivemeat> oh version?
[23:03:55] <EvilEntity> latest?
[23:03:58] <Xoppa> https://github.com/libgdx/box2dlights/blob/master/src/box2dLight/PointLight.java#L46
[23:04:16] <Xoppa> perhaps you used the PointLight of the 3D package instead of the box2dlights one
[23:04:28] <EvilEntity> that would explain things
[23:04:36] <jivemeat> how could I check?
[23:04:44] <lukass_> EvilEntity with "it" you mean the client/player which connects firstly to a kind of "mainserver" who holds the list, and then the client (or mainserver?) ping each of them?
[23:04:44] <EvilEntity> check imports
[23:04:46] *** zacdev has joined #libgdx
[23:04:56] <jivemeat> import box2dLight.PointLight;
[23:04:56] <jivemeat> import box2dLight.RayHandler;
[23:05:12] <EvilEntity> lukass_, client pings servers, client wants the ping, main server doesnt care
[23:05:52] <lukass_> EvilEntity, Madigan thanks :) now it's all right
[23:06:04] <EvilEntity> you will have a bad time
[23:06:29] <jivemeat> it still wont accept 6 params
[23:07:59] <Xoppa> ctrl+click on the constructor jivemeat
[23:08:13] *** Who-[Soup] has quit IRC
[23:08:28] <Madigan> So I'm trying to write a class which contains a sprite, but for some reason it won't render.
[23:08:31] <Madigan> https://gist.github.com/madigan/3abf55782718aa3b4662
[23:08:36] <jivemeat> it exists byt
[23:08:37] <jivemeat> but
[23:08:38] <jivemeat> new PointLight(handler, 5000, new Color(1,1,1,1), 100f, 100f, 100f);
[23:08:43] <jivemeat> is that not correct?
[23:08:56] <EvilEntity> ctrl click and check the source
[23:09:01] <Madigan> But when I create a plain Sprite and configure it the same way, it does render. Any ideas?
[23:09:10] <EvilEntity> maybe you have a version from 1995 or somethign stupid
[23:09:22] <jivemeat> (RayHandler rayHandler, int rays, Color color,
[23:09:22] <jivemeat> float distance, float x, float y)
[23:09:24] *** badlogic has quit IRC
[23:09:27] <jivemeat> it does exist
[23:09:39] <Xoppa> so whats the problem?
[23:09:49] <Xoppa> did you actually got an error message?
[23:09:49] <jivemeat> it says the constructor is undefined
[23:09:51] <jivemeat> in eclipse
[23:09:59] <Xoppa> pastebin the error
[23:10:03] <jivemeat> i cant
[23:10:07] <jivemeat> well
[23:10:07] <EvilEntity> did you use correct Color?
[23:10:10] <jivemeat> let me compile
[23:10:11] *** Mister_Magister has quit IRC
[23:10:16] <jivemeat> i think so
[23:10:19] <EvilEntity> check
[23:10:54] <EvilEntity> Madigan, looks reasonable, how do you draw it
[23:11:16] <Madigan> ball.draw(batch);
[23:11:34] <jivemeat> http://pastebin.com/vskNNCEh
[23:11:44] <EvilEntity> and you are sure that is getting executed?
[23:11:55] <Madigan> Yup, I put in a println statement to check.
[23:12:23] *** phoenixw has joined #libgdx
[23:13:19] <jivemeat> any ideas?
[23:13:33] <EvilEntity> eclipse being dumb
[23:13:42] *** Who-[Soup] has joined #libgdx
[23:13:44] <Xoppa> run it from commandline jivemeat
[23:13:50] <Xoppa> and run a gradlew clean
[23:14:01] <jivemeat> teach me the ways
[23:14:07] <Xoppa> https://github.com/libgdx/libgdx/wiki/Gradle-on-the-Commandline
[23:14:11] <jivemeat> k sedc
[23:14:58] <jivemeat> so go into terminal and gradlew clean?
[23:15:22] <Xoppa> yep, in the root of your project
[23:16:08] <jivemeat> ./gradlew: line 2: $'\r': command not found
[23:16:11] *** Biliogadafr has quit IRC
[23:16:53] <Xoppa> create a new project using the latest setup utility and make sure it works in there, then copy over the code and assets
[23:17:00] *** phoenixw has quit IRC
[23:19:10] *** badlogic1 is now known as badlogic
[23:20:36] <Madigan> Weird... so it renders if I set the texture in the constructor, but when I use setSprite it won't render.
[23:21:58] <EvilEntity> check what setTexture amd constructor does differently
[23:22:07] <Xoppa> Madigan, setTexture doesnt set the region
[23:22:11] <Xoppa> it only sets the sprite
[23:22:14] <Xoppa> *texture
[23:22:16] <jivemeat> wtf it does
[23:22:32] <jivemeat> does it need to under an application Adapter
[23:23:35] <Xoppa> jivemeat, ApplicationAdapter is an abstract class, it has nothing to do with running gradle from the command line, nor with box2d lights constructor being available
[23:24:12] <jivemeat> hmm
[23:24:14] <jivemeat> wait
[23:24:19] <jivemeat> WHat package does color come from
[23:24:33] <EvilEntity> hint
[23:24:35] <EvilEntity> not awt
[23:24:51] <jivemeat> yeah
[23:24:57] <jivemeat> but i didnt import a color package
[23:25:01] <jivemeat> so im assuming its that
[23:25:15] <Xoppa> there´s no color package
[23:25:29] <Xoppa> its com.badlogic.gdx.graphics
[23:26:56] <jivemeat> com.badlogic.gdx.graphics.color fixed it
[23:27:09] <EvilEntity> :golfclap:
[23:27:21] <jivemeat> lol
[23:28:02] <EvilEntity> how to waste 17 minutes itt
[23:28:41] <jivemeat> hey now
[23:28:45] <jivemeat> these lights are dope
[23:29:57] <Madigan> Xoppa- ah, that makes sense now. Thanks.
[23:30:44] <EvilEntity> fallout 4 soon :3
[23:42:11] *** LiquidNitrogen has joined #libgdx
[23:42:21] *** badlogic has quit IRC
[23:46:48] <isdera> how soon?
[23:46:58] *** Corosus has quit IRC
[23:47:35] *** Corosus has joined #libgdx
[23:49:20] <EvilEntity> 3 days
top

   November 7, 2015  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | >