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[00:39:02] <csguest__> hey
[00:39:19] <csguest__> how do I use gradle if I just cloned a repo
[00:39:24] <csguest__> without eclipse
[00:47:54] <EvilEntity> command line
[00:48:22] <Tomski> If the project is setup with gradle, otherwise youll have to configure it
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[00:54:02] <EvilEntity> i probably should stop working now
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[01:08:56] <Ralphanese> Eyyyy
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[01:29:49] <Joozey> Is there a method in libgdx that returns the Asset type of a filename extension?
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[01:30:46] <Joozey> I guess, some extensions can be different Asset types and I have to decide what they'll be.
[01:31:13] <Joozey> Funny how the answer pops up 5 seconds after I post the question.
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[01:36:31] <lukass_> does someone know whether there's a .jar doc-file of kryonet?
[01:37:53] <EvilEntity> why would you need such a thing?
[01:39:43] <lukass_> to read javadoc
[01:40:08] <EvilEntity> docs are in the lib jar
[01:40:25] <lukass_> ahh thanks
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[04:31:01] <Tomski> sweet
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[04:37:01] <elauzel> hey everyone.
[04:38:04] <TEttinger> hey it's that guy making that game about marrying your sister and then burying your mother under a sheet of procedurally placed basalt rock in a mine to the north
[04:38:28] <TEttinger> how's it going , elauzel
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[04:38:59] <elauzel> okay TEttinger, probably going to bed soon, thinking about where to save game files before I do
[04:39:19] <elauzel> I'm thinkin' Gdx.files.getExternalStorage() + "\gameName\"
[04:39:26] <elauzel> how about yourself?
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[04:41:58] <TEttinger> thinking about AI
[04:47:37] <elauzel> fun stuff
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[08:07:23] <Jozo> Hey! Just wanted to ask, should I delete old libGDX's libraries versions? For example the roboVM: There was quite a few updates recently and If I go to the robovm libraries directory, there are folder's like 1.0.0 ; 1.1.0 ; 1.2.0 ; .... ; 1.9.0 . Are they staying there for some specific reason?
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[08:09:32] <Tomski> which library directory?
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[08:11:15] <Jozo> If I go to C:/Users/Me/.gradle and there are all the folders of the libraries like org.robovm; libgdx.tools whatever ( I am using windows)
[08:13:10] <Jozo> Well C:/Users/Me/.gradle/caches/modules-2/files 2.1/ and here are some like : com.android.tools ; gdx-box2d
[08:14:52] <Jozo> There are folders with names 1.5.0 ; ... ; 1.6.0 ; 1.7.0 In all folders with Gdx in name. (for example gdx-box2d
[08:15:15] <Tomski> They will stay there forever
[08:15:19] <Tomski> unless you delete them
[08:15:30] <Tomski> If you no longer are using them, you can clean them out
[08:16:49] <Jozo> Oh, very well. I guess the same goes for Java SE Development Kit aswell? There are more of them installed on my PC
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[08:28:21] <TEttinger> Jozo, that's a good question. I am pretty sure that unless Java 8 removed some deprecated feature you depend on (and I think the oracle people hardly ever removed deprecated stuff), you can use JDK 8 to compile anything from Java 1.2 to java 8 as a different compatibility level
[08:29:27] <TEttinger> I've become a big proponent of the Zulu OpenJDK builds because they don't try to install adware on my PC like the ask toolbar
[08:29:45] <TEttinger> plus you can bundle them with Packr, it seems
[08:31:31] <Jozo> Oh! Thank you for letting me know.
[08:32:31] <matty_r> Hey guys, i've been working on trying to get my sprite to use my turn method (Just does +1 or -1) to rotate around until it's pointing at another entity. It works ok until you go from -180 to 180 in the angle, and if you move the other sprite it does a full 360 turn until it points to it again.
[08:33:48] <matty_r> I've gone through many iterations of the code but it's not quite getting there
[08:33:52] <LiquidNitrogen> calculate whether turning clockwise or anticlockwise is shorter
[08:34:13] <TEttinger> matty_r: welcome to the wonderful world of geometry methods in programming! sorry about the world being made of knives and broken glass!
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[08:35:37] <matty_r> yea.. it's great
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[08:36:18] <matty_r> LiquidNitrogen, Yea I thought about that. But wasn't exactly sure how to go about it, I have the relativeAngle variable there which is always a positive, so I could probably use that
[08:37:09] <TEttinger> LiquidNitrogen: hehe anticlockwise, your sheep herder is showing
[08:37:45] <LiquidNitrogen> whats that to do with sheep?
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[08:39:07] <TEttinger> it's a non-american-english usage
[08:39:15] <TEttinger> new zealand has sheeps
[08:39:24] <TEttinger> it has the sheeps for the win
[08:39:45] <LiquidNitrogen> whats the american? counter-?
[08:39:51] <TEttinger> there's weirder ones. anticlockwise makes sense
[08:39:52] <TEttinger> yeah
[08:40:02] <TEttinger> but there's other countries that use widdershins
[08:41:31] <matty_r> LiquidNitrogen, So how do you suppose I achieve that? the angles are kind of confusing to me at the moment goes from 180 to 0 to -180
[08:42:20] <LiquidNitrogen> it goes -180 to 180 surely?
[08:42:23] <TEttinger> that's because of how atan2 works
[08:42:24] <matty_r> if I do if(relativeAngle + getTurnSpeed() < relativeAngle) - it works until you decide to move the other entity in the opposite direction - then it does a full 360
[08:42:51] <matty_r> yea sure, same difference.
[08:43:26] <matty_r> and I understand that part, but the it's still doing my head in ha ha
[08:43:28] <TEttinger> atan2 returns an angle given a y and x, but it's weird in so many ways... y,x instead of x,y. returns in radians, from -pi to pi
[08:43:45] <TEttinger> it's an odd one
[08:44:21] <LiquidNitrogen> lol . I think, subtract the angles from eachother.. so you have 2 values. one will be correct and the other will cross that boundary and need correcting
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[08:44:48] <LiquidNitrogen> a1 - a2. and. a2 - a1
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[08:45:28] <LiquidNitrogen> correct the broken one, then which ever is lowest indicates the shortest direction to turn toward
[08:46:55] <TEttinger> if you want ANGLE to go from -179 degrees to keep rotating to 180 (which should be the same as -180), you can do ((ANGLE + 180) % 360) - 180
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[08:47:34] <TEttinger> that should also work for 180 to 179
[08:47:45] <TEttinger> make that -179
[08:47:51] <matty_r> LiquidNitrogen, which boundary? you talking about the -180/180 boundary?
[08:47:58] <LiquidNitrogen> yep
[08:48:55] <LiquidNitrogen> personally, I decided to just reinstall wundows when I had that same issue.
[08:48:59] <TEttinger> hm, what I posted sorta does the trick, but it will make 180 into -180
[08:49:13] <TEttinger> (they are the same though)
[08:49:38] <matty_r> i'm not using windows
[08:49:46] <LiquidNitrogen> 180 should be 0 in 0-360system
[08:50:16] <LiquidNitrogen> which -180 is. so confusing
[08:50:50] <LiquidNitrogen> im going to stop 'helping' now.
[08:50:58] <TEttinger> yeah
[08:51:03] <TEttinger> LiquidNitrogen 180 is not 0
[08:51:57] <LiquidNitrogen> 180 is 360
[08:52:17] <LiquidNitrogen> which is 0
[08:52:22] <matty_r> 180 = -180. 0 = 360
[08:52:45] <TEttinger> LiquidNitrogen: you should do the stop thing
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[08:52:57] <TEttinger> there are 360 degrees in a circle
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[08:53:13] <TEttinger> 180 is the opposite direction of 0
[08:53:25] <LiquidNitrogen> nevermind
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[08:54:38] <LiquidNitrogen> I was talking about converting one system to the other
[08:54:57] <TEttinger> they're the same system
[08:55:36] <TEttinger> 0 is 0 in both, 90 is 90 in both, 180 is 180 in both. 270 is the same as -90, but you can use -90 as a synonym for 270 when using 360 degrees
[08:56:28] <LiquidNitrogen> hmm
[08:56:41] <TEttinger> 180 and -180 are equal length rotations away from 0 degrees, just one goes overhand, the other goes underhand
[08:57:05] <LiquidNitrogen> right. so only 360 is = 0
[08:57:10] <TEttinger> yes
[08:57:13] <TEttinger> 0 and 360
[08:57:17] <LiquidNitrogen> nice
[08:57:25] <TEttinger> you can maths!
[08:57:29] <TEttinger> hooray
[08:57:37] <matty_r> This still doesn't help ...
[08:57:41] <matty_r> lol
[08:57:42] <TEttinger> yes!
[08:57:52] <TEttinger> I can edit it real fast
[08:58:11] <LiquidNitrogen> I usually just randomly add or subtract 90 until things start moving the right way
[08:58:25] <matty_r> LiquidNitrogen, yep.. tried that lol
[08:59:01] <LiquidNitrogen> matty I still think my idea should work.
[09:00:02] <matty_r> i'm not quite sure
[09:00:51] <LiquidNitrogen> I would display debug values for a1-a2 and a2-a1. then watch how they behave as you turn freely
[09:01:28] <LiquidNitrogen> one will always be a true value and the other will need correcting
[09:01:43] <TEttinger> I'm wondering what getRotation returns
[09:01:48] <TEttinger> also what getTurnSpeed does
[09:02:32] <matty_r> TEttinger, getTurnSpeed is just +1 or +2 or whatever depending on how quick to rotate the object
[09:03:01] <matty_r> getRotation returns the rotation of the object in a 360
[09:03:24] <matty_r> well.. kind of
[09:03:32] <matty_r> it's part of Actor
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[09:04:58] <matty_r> setPOIs() does some cool calculations to get Points of Interest and allows for rotations and stuff
[09:05:54] <TEttinger> ok, I'm just not sure what range getRotation returns
[09:05:59] <TEttinger> it isn't in the docs
[09:06:21] <matty_r> I normally force it to return 0 to 360
[09:07:37] <TEttinger> ok
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[09:10:49] <TEttinger> uh, there's a check for getRotation to see if it's less than 0?
[09:10:56] <TEttinger> does that ever happen?
[09:11:30] <matty_r> technically yes, all turn does it -1 or +1 from whatever the current rotation is
[09:11:48] <matty_r> actually there should be a check to see if it's greater than 360 also,
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[09:12:03] <matty_r> if it is, it should go back to 0
[09:12:09] <TEttinger> I'm only interested for now in where you calculate relativeAngle
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[09:13:18] <matty_r> in turnToFaceEntity()
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[09:14:38] <matty_r> It just used to give me how much difference between getRotation() and fixedAngle. It always returns a positive.
[09:15:42] <matty_r> relativeAngle > getTurnSpeed() is used to stop it from turning if it's roughly inline with the target
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[09:27:48] <matty_r> Ugh, I thought I had it.. still broken
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[10:50:09] <abs25> is there a way to print vector3 in integer values, rounded up?
[10:50:15] <abs25> without 5 decimals bla bla
[10:53:34] <Ashiren> extends vector3 and its toString :v
[10:53:57] <Tomski> Do you care about garbage?
[10:54:01] <Tomski> Or is this just debug
[10:55:08] <wulax> just make a string with MathUtils.ceil(vector.x) etc
[10:57:06] <abs25> its debug Tomski and I have seeing 6 decimals on my screen
[10:57:29] <Tomski> ceil away
[10:57:40] <abs25> wulax: I casted each value with (int), couldnt care less, works just fine :D
[10:57:54] <Tomski> Thats rounding down, but sure :)
[10:58:17] <abs25> gives me nice 1 place after decimal
[10:58:20] <abs25> which is nice
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[10:58:58] <abs25> Tomski: I have vsync, I am changing camera position with cam.position.set, in 3d and I have huge tearings
[10:59:24] <Tomski> Sure its tearing?
[10:59:38] <abs25> why sure?
[10:59:53] <Tomski> Because it should be impossible to get tearing with vsync
[11:00:09] <abs25> Tomski: want me to make webM so you can see it first hand?
[11:00:25] <Tomski> How are you verifying that vsync is enabled?
[11:00:27] <abs25> looks like its not tearing wsync wise, but in game
[11:00:34] <Tomski> That doesnt make sense
[11:00:37] <abs25> I aint veryfing :p
[11:00:40] <Tomski> ello FrottyZ
[11:00:43] <abs25> want webM?
[11:00:47] <FrottyZ> Tomski: hi
[11:00:50] <abs25> I can make one quickly
[11:00:56] <Tomski> You should verify its enabled and 'working' first
[11:01:02] <abs25> k
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[11:05:03] <abs25> Tomski: it is in the configuration on true
[11:05:14] <abs25> not sure how else could I check if it really does activate
[11:06:20] <Tomski> abs25, check to see if your framerate is getting capped. Are you using windowed mode? Does it happen in other games?
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[11:15:34] <abs25> Tomski: my first 3d game, fps 60 locked (wihtout vsync over 500), windowed mode indeed
[11:15:50] <Tomski> abs25, try with fullscreen
[11:17:10] <TEttinger> abs25: I liek webm. what do you use to make them>
[11:17:11] <TEttinger> >
[11:17:13] <TEttinger> ?
[11:18:00] <TEttinger> I've used nyaasnap before
[11:19:15] <kdarknight> webm that play store image format
[11:19:19] <Tomski> TEttinger, use sharex
[11:19:22] <Tomski> its the shit
[11:19:36] <TEttinger> I do for images
[11:19:44] <kdarknight> webm shit?
[11:19:46] <Tomski> Use it for webm too :)
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[11:22:16] <TEttinger> kdarknight: webm is very good for gif-like content. way better than gifs
[11:22:31] <TEttinger> something like 60% smaller filesize and much better quality at the same time
[11:22:43] <kdarknight> oh, nice
[11:23:22] <absof25> Tomski, hmmm, I cant record video haha, because on desktop it works
[11:23:27] <absof25> just laptop that isnt
[11:23:39] <Tomski> Did you run fullscreen?
[11:23:58] <absof25> no I removed foregroundFps = 0 in desktop config
[11:24:09] <absof25> should I try fullscreen?
[11:24:11] <Tomski> yse
[11:24:12] <Tomski> yes
[11:24:17] <absof25> why?
[11:24:33] <Tomski> Because some people have lots of issues with windowed mode with lwjgl 2.x
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[11:26:07] <absof25> Tomski, idk, I cant make it run fullscreen
[11:26:20] <Tomski> Why?
[11:26:21] <absof25> its like starts fullscreen, and then resizes back to windowed
[11:26:40] <Tomski> What graphics card?
[11:26:43] <Tomski> Is it up to date?
[11:26:45] <absof25> GT440
[11:26:59] <absof25> maybe I set it somwhere in code let me see
[11:29:35] <TEttinger> holy crap my laptop's GPU is technically 4x more powerful than that
[11:29:41] <TEttinger> that never happens
[11:30:01] <TEttinger> well, 3.5
[11:30:31] <absof25> :7 not buying new pc untill this one is not enough for my game development
[11:30:35] <absof25> so yeah :D
[11:30:43] <absof25> I can still run 500+fps without sync
[11:30:52] <TEttinger> (it's hilarious how powerful any GPU is when they evaluate its max floating point ops/second)
[11:31:19] <absof25> maxwell got gpus for gaming in a good position
[11:31:23] <absof25> mine is on fermi arch lol
[11:31:37] <absof25> mine probably is faster than yours in calculating with double precision HUE
[11:31:45] <TEttinger> yours can handle either 311 or 342 billion floating point ops per second
[11:32:11] <TEttinger> mine is listed (and it's mobile too) as 1224 billion
[11:32:26] <TEttinger> these are all absolutely absurd things to be using for games!
[11:32:55] <kdarknight> 860m here
[11:33:21] <absof25> I should get a laptop with 950m, and core i7 HQ :D
[11:33:25] <absof25> that should be fun
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[11:34:00] <TEttinger> you would be surprised what the manufacturers are doing to compete now that MS is making an actually good laptop
[11:34:14] <TEttinger> prices on high-end laptops dropped like a rock recently
[11:34:59] <absof25> yeah 1k euro in my country for core i7 HQ, 1tb, 16gb of ram, and 950m its insane
[11:35:07] <absof25> laptop like that year ago 2k euros minimum
[11:37:13] <noone__> 540m here!
[11:37:46] <noone__> 5 years old laptop :D
[11:37:58] <kdarknight> noone__, that means you haven't played gta v till now?
[11:38:10] <noone__> nope
[11:38:49] <noone__> and I even have to downclock the GPU, because it has a bug and doesn't know when to stop overclocking itself... makes the laptop crash in 2 minutes if I don't limit it myself, lol
[11:39:18] <noone__> as soon as it reaches > 100°C
[11:40:29] <noone__> I can still play LoL and Hearthstone!
[11:40:35] <TEttinger> here's a 950m with an i7 6th gen
[11:40:36] <kdarknight> cooling pad?
[11:40:48] <TEttinger> guess what price, 1080p screen and 256GB SSD
[11:41:24] <noone__> 1.2k?
[11:41:54] <kdarknight> 1.2k is mine
[11:42:14] <TEttinger> $780 USD
[11:42:22] <kdarknight> 1080p 860m i7 16gb 1tb
[11:42:32] <TEttinger> 8gb ram
[11:42:35] <TEttinger> this one
[11:42:58] <TEttinger> the ssd is going to be better than the 1tb, 1tb means it's an ass-slow 5400 RPM
[11:43:16] <kdarknight> yeah, but I have a lot of content to store
[11:43:23] <kdarknight> even 1tb is overflowing
[11:43:48] <noone__> I have 250GB ^^
[11:43:59] <noone__> still 120GB left after 5 years
[11:44:27] <kdarknight> o.O
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[11:49:36] <TEttinger> noone__, yeah I used to do that. somehow I've built up a decent amount of files
[11:51:11] <TEttinger> it comes with windows 7, still!
[11:51:28] <TEttinger> they know people don't want to switch to NSA_OS
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[12:10:16] <Tomski> TEttinger, DVD BURNER
[12:10:25] <Tomski> YESPLZ
[12:15:22] <TEttinger> so I might have to become a double agent you guys. work on a java lib so I can easily port it to C#, then make improvements back and forth
[12:16:15] <TEttinger> I want to have nice things!
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[13:03:16] <EvilEntity> so chain shapes are reported twice in QueryAABB ? wtf
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[13:10:54] <EvilEntity> acually it once per segement in aabb, kinda annoying
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[13:35:33] <EvilEntity> mhm found a bug in box2d wrapper :(
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[13:59:18] <[]J> hmm, libgdx doesn't seem to do font inner-outlines very well :')
[13:59:27] <[]J> like on, say, a 6 or a 0
[13:59:51] <[]J> I remember reading that it might just be fonts not giving good hints but fffffff, I really like the fonts I chose otherwise
[13:59:59] <[]J> /rant
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[14:17:04] <[]J> oh cool there's a setting for it
[14:17:06] <[]J> sorry .'/
[14:17:53] <[]J> ... or not!
[14:20:15] <absof25> []J, using freetype font?
[14:20:21] <[]J> ya
[14:20:28] <absof25> whats the issue
[14:20:51] <[]J> wait how did you guess that :1
[14:20:56] <[]J> anyhow PM'd
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[14:27:27] <Adnn> Is it better to use a viewport with width and height set in meters, or set it in pixels and use a pixelstometers constant ?
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[14:34:22] <mobidevelop> It is better to not use pixels
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[14:39:25] <[]J> Welp ended up choosing a super similar font that happend to have good hinting. Problem solved.
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[15:25:07] <elauzel> hey hey
[15:29:48] <Bernzel> Good afternoon.
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[16:34:25] <Ralphanese> Eyyyy
[16:36:06] <mobidevelop> Hia Fonz
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[17:46:51] <Adnn> (Eclipse)
[17:48:43] <Adnn> That's what I've been looking for from the beginning, thanks !
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[18:56:01] <DemSquirrel> Hey
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[19:12:50] <RazWelles> Hey does libgdx run under raspi if I've installed the android distro on it?
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[20:33:14] <kdarknight> should I start a campaign on Kickstart
[20:33:55] <kdarknight> to donate poor fellow so that he can play fallout 4
[20:34:08] <kdarknight> it's 90$ only
[20:34:37] <kdarknight> how many of you will do that? :P
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[20:51:53] <FrottyZ> Kotcrab is there an easy way to modify the cisui font?
[20:52:28] <Kotcrab> easy? nope
[20:53:27] <FrottyZ> :/
[20:54:14] <Kotcrab> basically you need to generate 4 fonts (2 for each skin size) and pack two textures atlases with other visui drawables
[20:55:08] <Kotcrab> i can pm you my ugly scripts if you want
[20:57:22] <FrottyZ> :D
[20:57:29] <FrottyZ> is there an easy way to scle it up at least?
[20:58:31] <Kotcrab> do you want to change font in every widget or just in single text field/area?
[20:58:39] <FrottyZ> every
[20:58:51] <FrottyZ> but u can tell me for both
[20:58:56] <FrottyZ> i have big buttons
[20:58:59] <FrottyZ> but the text is tiny
[20:59:07] <Kotcrab> also do you know about VisUI.load(SkinScale.X2)?
[20:59:19] <FrottyZ> how should I know about that
[20:59:25] <Kotcrab> dunno :D
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[21:00:00] <Kotcrab> well that loads entire skin scaled x2
[21:00:07] <FrottyZ> yea slightly better
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[21:02:23] <Kotcrab> no, scaling is not easier, you have to do the same steps, generate fonts, repack atlases. Also I don't know how widgets will look with different font size, especially if you plan to scale it more than x2
[21:02:41] <Kotcrab> for single widget you would just need to create new style with custom font, that is easy
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[22:05:13] <karkoon> I've just remembered to write setProjectionMatrix(camera.combined) and now my box2d world is 1:1 to camera and I need to change everything. :(
[22:05:22] <aspic> :-)
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[22:06:28] <karkoon> at least i don't need to remeber about scaling
[22:06:41] <Joe___> Hey guys.
[22:06:54] <karkoon> Hello.
[22:08:54] <aspic> karkoon: if you really need to change *everything* you should consider abstracting box2d-bodies and rendering into some base classes :)
[22:10:11] <Joe___> Why doesn't the OrthographicCamera.zoom affect the viewportHeight? Is there a way to do this right?
[22:10:16] <karkoon> aspic: I should consider learning how to properly code tbh
[22:10:51] <karkoon> and learn how to use cameras properly, because they are black magic to me
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[22:17:25] <karkoon> Is there a way to get body's size apart from substacting the vertices?
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[22:23:33] <karkoon> ok, I've used a magical number
[22:23:55] <Joe___> karkoon, what is the problem you are working on?
[22:27:20] <Xoppa> Joe___, because they are two independent properties
[22:28:09] <karkoon> Joe___: nothing big tbh. I'm making a small jumper game (if this is the proper term) as my first game and I'm at the stage of adding graphics. I've(?) wanted to determine a body's size but it didn't have an easy way to do it. So I've just counted pixels and scaled it properly. (I want so scale textures to bodies because idk.) Now I need to figure out why a sprite isn't drawing for one body when it does for others.
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[22:29:15] <karkoon> I think I know why.
[22:30:46] <Joe___> sounds twisted ^^
[22:31:17] <karkoon> Before camera.combined it was twisted even more.
[22:31:36] <karkoon> I've mixed pixels with meters.
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[22:32:23] <karkoon> Xoppa: I think I've read your blog before but I forgot about it lol.
[22:32:44] <Joe___> @Xoppa makes sense, the viewport stays the same size independent of the zoom. is there a way to get the scaled value, or do i have to calculate it by my self?
[22:33:08] <Xoppa> karkoon, print it, laminate it and pin it to the wall :D
[22:33:43] <Xoppa> Joe___, dont change the zoom but the width / height instead: cam.viewportWidth = originalWidth * zoom;
[22:34:49] <Xoppa> or if you just want the scaled version: cam.viewportWidth * cam.zoom
[22:36:46] <EvilEntity> hey Xoppa help an idiot out
[22:36:56] <Joe___> thx, gonna try this
[22:37:36] <Xoppa> EvilEntity, just any random idiot?
[22:37:45] <EvilEntity> nah, me
[22:41:08] <EvilEntity> breaks down when ray angle goes switches from -180 to 180
[22:41:32] <karkoon> (internet is a small place)
[22:41:54] <Xoppa> why would it switch from -180 to 180?
[22:42:03] <EvilEntity> been trying to make this crap to work past few hours
[22:42:50] <EvilEntity> i have a bunch of points at random positions, so i sort them by the angle relative to the center
[22:43:12] <FrottyZ> Kotcrab aren't VisTextButtons supposed to have hover and touch "animations" ?
[22:44:28] <FrottyZ> they work on the webdemo
[22:44:38] <FrottyZ> the changelistener fires
[22:44:46] <FrottyZ> but nothing visually changes
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[22:45:47] <EvilEntity> they are and they do
[22:46:28] <FrottyZ> do they have to be inside a VisTable?
[22:46:35] <FrottyZ> what can be the cause of it not happening
[22:46:44] <Xoppa> while (angle < 0) angle += 360
[22:47:04] <Kotcrab> not calling stage.act maybe?
[22:47:30] <Xoppa> or: float l_ang = radians < 0 ? MathUtils.PI2 - (-radians % MathUtils.PI2) : radians % MathUtils.PI2;
[22:47:35] <FrottyZ> Xoppa: i am calling that
[22:48:05] <Xoppa> FrottyZ, that was for EvilEntity
[22:48:20] <FrottyZ> yea wrong hl
[22:48:27] <FrottyZ> kotcrab i am
[22:49:38] <EvilEntity> and buttons are in stage directly or indirectly?
[22:49:41] <Kotcrab> are you using custom skin? maybe you broke styles. They don't have to be inside table.
[22:49:52] <Kotcrab> and VisTextButton is just TextButton with focus border
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[22:51:05] <FrottyZ> they are in a table
[22:51:19] <FrottyZ> not using custom skin
[22:51:58] <EvilEntity> Xoppa, ive tried that before, all it does is swith the error to other side
[22:52:17] <zidsal> Does anyone know what the difference is between an actor's coordinates and a mouse presses coordinates? I have an actor that implements an inputprocessor. I save the x and the y coordinates as they change and in the render method I draw some text where the mouse coordinates where. These are in vastly different places! do I need to translate mouse coordinates to my stages coordinates?
[22:52:33] <EvilEntity> yes
[22:52:56] <Xoppa> EvilEntity, make sure that your sorting algorithm never has a gap of more than 180 degrees
[22:53:19] <Xoppa> and if it does, then add/substract 360 on one of those values
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[22:54:20] <Kotcrab> FrottyZ: hm weird, could you create sscce?
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[23:02:26] <zidsal> thanks wulax I will take a look
[23:02:50] <Kotcrab> FrottyZ: gdx and visui versions?
[23:02:54] <EvilEntity> eh ill figure it out
[23:02:59] <FrottyZ> 1.7.1 0.9.2
[23:03:19] <Adnn> Can anyone please help me with this ? I'm trying to make the flame in the particle editor look continuous, i.e. you can't distinguish its start from its end.
[23:03:47] <Adnn> I've tried playing with the settings but I couldn't find how to do it.
[23:05:36] <Adnn> It works if I set the duration too high but that's not optimal
[23:06:32] <Kotcrab> FrottyZ: you are missing Gdx.input.setInputProcessor(stage);
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[23:07:15] <FrottyZ> but not in my app
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[23:07:36] <FrottyZ> ah nvm
[23:07:39] <FrottyZ> thx
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[23:25:08] <karkoon> Do I need to use two cameras to render one thing "glued" to the window and others to move normally?
[23:25:35] <karkoon> or two spritebatches?
[23:25:43] <karkoon> or I should shuffle cameras?
[23:26:05] <Xoppa> karkoon, yes two cameras, not two spritebatches, the ¨glued¨ to the window is typically called a HUD btw
[23:26:32] <karkoon> Xoppa: The name appeared to me after writing it but thanks :)
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[23:52:16] <meat> heyguys
[23:52:31] <meat> I have a philosophical question about class structure
[23:52:42] <meat> is it a faux pa to create my root class with variables that some of the children will never use?
[23:53:09] <meat> We made an entity class that essentially assign BodyDef/FixtureDef with values
[23:53:33] <meat> But I also made Entity accept a shape
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[23:53:39] <meat> So it has a radius, height, width
[23:53:51] <meat> But if its a box, itll never need radius. Is this a bad practice?
[23:56:34] <Xoppa> yes
[23:56:38] <wulax> If you intend for other people to create their own subclasses from them then yes
[23:57:43] <meat> So should there be BoxEntity and CircleEntity?
[23:57:52] <meat> both extending Entity
[23:58:51] <meat> But then my question is
[23:58:58] <Xoppa> sure and a RectangleEntity and a PolygonEntity and TriangleEntity and SphereEntity
[23:59:02] <meat> Entity becomes a useless class that does nothing on it's own
[23:59:05] <meat> Is that okay?
[23:59:11] <Xoppa> no
[23:59:27] <Xoppa> if your entity class does nothing then why would you need it in the first place?
[23:59:47] <meat> Because it's a package with basic functionality all entities share