[00:01:32] <badlogic> jupp
[00:01:49] <badlogic> took my non-libgdx code, slapped their copyright on it, promoting one of their products
[00:01:56] <badlogic> i'm petty
[00:02:04] <badlogic> but it's the fun kind of pettiness :D
[00:02:33] <badlogic> Xoppa: oh. well, we could parse out our own #defines
[00:03:32] <Xoppa> yeah one of these days i´m going to add a simple preprocessor
[00:03:54] <Xoppa> also had issues with some drivers not supporting nested macros
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[00:07:44] <codi^r> I've done something like that, for doing some #include preprocessing
[00:09:37] <codi^r> would need to clean up the mess and remove the java 8 lambda love to make it compatible though
[00:11:49] <badlogic> was wondering if we should start using retrolambda and figure out a way for GWT (latest GWT release supports lambdas/method handles)
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[00:12:25] <badlogic> Xoppa: hah, that was fast :)
[00:12:40] <codi^r> indeed
[00:12:55] <Xoppa> its not done yet, and probably will not be in quite some time
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[00:34:25] <Xoppa> badlogic ^
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[00:44:18] <nexsoftware> Fancy
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[00:59:54] <TEttinger> Xoppa: I'm wondering if you have any experience/recommendations for how to procedurally generate 3D models that could be used from libGDX
[01:00:00] <TEttinger> (offline)
[01:00:49] <Xoppa> not really TEttinger, i guess it also depends on the use case
[01:01:34] <TEttinger> I am currently offline generating pixel art from voxel models, but it would be nice to have the many tweaks I do to the models in memory available to a 3d model that isn't all boxy
[01:01:48] <TEttinger> (one of the tweaks takes an all-cubes voxel model and adds slopes)
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[01:02:58] <Xoppa> i think blender supports scripting if that helps, but i never played with it
[01:03:30] <TEttinger> it might help, but my program is in C# so uh it would take some glue
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[01:07:22] <ASneakyFox> i hate how with input processors the Y coordinate goes from the top to the bottom, but in scene2d the Y goes from the bottom coordinate to the top -_-
[01:08:21] <Tomski> TEttinger, what kind of models?
[01:09:28] <TEttinger> the originals are MagicaVoxel .vox format, I manipulate them in memory but only write pixel art from them, and I'd like to make some 3D model format that could be used from libGDX with the modified data
[01:09:48] <TEttinger> I know FBX has that weird autodesk SDK thing
[01:09:58] <TEttinger> and fbx-conv can take dae or obj
[01:11:23] <Tomski> ah
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[01:32:52] <ASneakyFox> i have an image with a ninepatchdrawable. How do I make it so that the image will stretch/skew? whenever it scales it always scales proportionately, which isnt what i want (this is a selection box for an RTS game)
[01:33:06] <codi^r> TEttinger: there's no support yet, but the PLY format is pretty easy
[01:33:09] <ASneakyFox> (ive tried every value for setScaling())
[01:34:33] <codi^r> I use it to write dump mesh data I created, so I can review the geometry in a tool called MeshLab
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[01:36:09] <TEttinger> codi^r: yeah, I've used meshlab, it's pretty good
[01:36:33] <TEttinger> do you know if it can do any optimization on meshes?
[01:37:11] <codi^r> I think so, it has a bunch of options, but didnt try any of them
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[02:13:09] <z11> hi , what are some good programs for making characters and objects for a game ?
[02:14:50] <TEttinger> z11: 2D or 3D or what?
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[02:15:54] <z11> 2d
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[02:17:21] <TEttinger> what type of game, more importantly I guess?
[02:17:45] <TEttinger> a platformer has very different needs than an RPG than a fighter, etc.
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[02:22:20] <z11> Kid characters, fighters, and megaman type characters
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[02:25:20] <z11> Now I see why most game companies have a huge team to make games.
[02:25:53] <z11> The art work alone is alot to do depending on the type of game it is .
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[02:28:01] <z11> tettinger what type of games have you made?
[02:29:23] <TEttinger> technically none. I like being on the lib dev side
[02:29:52] <z11> ahh
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[02:31:59] <TEttinger> I have an approach to making art that can churn out a fair amount of assets
[02:32:33] <z11> Im still new to the world of libgdx and programming . This seems confusing . I need to go check out the local book store for books on libgdx.
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[02:32:52] <TEttinger> uh, I think there is a book but it's a bit outdated
[02:33:41] <z11> Did you design these characters?
[02:34:02] <z11> :( outdated
[02:34:52] <TEttinger> mostly if you can read java and go through the wiki as needed, it isn't too hard
[02:35:38] <TEttinger> since libGDX is open source, being able to go in and see all the details of how some methods work can be really handy
[02:36:06] <TEttinger> (Unity is not open source, UDK is open source if you pay for access, which is weird...)
[02:37:59] <z11> lol, open source if you pay for it. Then it kind of isnt open source
[02:38:45] <guardianL__> kind of isn't, kind of is
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[02:42:19] <dertom_> You can access UE4 without to pay. but afaik after 5k revenue you have to give 5(?)% to epic!?
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[02:45:26] <z11> 5%
[02:45:35] <z11> !!
[02:46:19] <z11> i looked at unity but I do not know c# that well
[02:47:07] <TEttinger> their version of C# is rather old, and I think it doesn't have much that's not in Java
[02:47:08] <z11> I hardly know java lol .
[02:48:42] <TEttinger> this is going to sound rough but you should expect to fail on your first (several) games. it's just part of the process of learning how you want to structure them
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[02:49:11] <z11> not rough but the honest truth
[02:49:15] <TEttinger> with that in mind, not spending money on tools/art is good if you now expect to fail but gain knowledge
[02:49:16] <z11> i like the truth
[02:49:43] <TEttinger> consider the kenney assets for platformers
[02:49:56] <z11> tools are always good to have because you will need them eventually.
[02:49:59] <guardianL__> kenney is good value
[02:50:07] <z11> kenney?
[02:51:25] <z11> i just need a good 2d character making tool for now
[02:51:58] <TEttinger> I guess paint.net and/or inkscape
[02:52:21] <z11> kenney looks liek it could be useful
[02:52:22] <TEttinger> Gimp can technically do more than paint.net but it's much harder to use
[02:54:03] <z11> gimp it is
[02:54:49] <z11> guardian what type of games have you made
[02:55:22] <guardianL__> working on my first
[02:55:43] <z11> same here
[02:56:10] <z11> was just using plain ol intellij until i read up on libgdx
[02:56:28] <guardianL__> so using swing?
[02:57:02] <z11> making apps with intellij without the libgdx framework
[02:57:56] <z11> just started a couple of weeks ago
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[03:03:28] <dertom_> z11, if you are fixed on java and might want to go for 3d, you also might have a look at jmonkeyengine. not sure about their 2d-caps
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[03:04:40] <z11> hmm
[03:05:08] <Lefanto> 2d might be considerably better for you since you hardly know java atm
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[03:05:33] <z11> jmonkey doesnt look to bad for a 3d engine
[03:05:52] <z11> true lefanto
[03:06:21] <mobidevelop> 1d
[03:06:24] <ASneakyFox> if youre making a desktop game jmonkey is worth looking in to, its performance on android is really bad though
[03:06:40] <ASneakyFox> it has a lot of shaders and stuff that are really awesome, like that water shader
[03:06:47] <z11> can jmonkey games be played on the ps4 and xbox
[03:06:56] <dertom_> no
[03:07:24] <dertom_> they have also some kind of ios-support afaik using some custom java-interpreter
[03:07:32] <dertom_> not sure how that works
[03:08:17] <dertom_> z11, think small for the beginning. once you have something running, start thinking about other platforms. libgdx is quite good in that
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[03:09:42] <z11> yeah ill stick with libgdx until i master it
[03:10:43] <z11> would a game like the sims or hotel story be considered 3d or 2.5d?
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[03:11:43] <dertom_> played neither of them, but when I recall right, sims would be 3d with fixed camera
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[03:13:11] <dertom_> you can make 3d with libgdx as well. there is no scenegraph, but I guess you can still do lots of stuff. They worked much on the 3d-side the last years
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[03:14:56] <z11> what would be considered 2.5 d
[03:15:45] <z11> this looks good . WHat did you use to make your background
[03:16:22] <TEttinger> z11: 2.5D has 2 definitions that I've heard
[03:16:41] <dertom_> z11, all graphics were made with blender
[03:16:58] <z11> ahh so basically a mix of 3d and 2d
[03:17:12] <TEttinger> there's 2D art in 3d positions, which is used by isometric games. and there's 3d art in 2d space, like yoshi's story (one of the first games I can recall doing that)
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[03:21:24] <ASneakyFox_> btw not having a scenegraph is not really a downside, scenegraphs suck and are just annoying
[03:22:38] <z11> sneakyfox what program do you use for your 2d characters and maps?
[03:23:45] <ASneakyFox_> like creating the textures?
[03:23:50] <ASneakyFox_> just inkscape and gimp
[03:24:56] <TEttinger> (isometric 2D art in 3D space)
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[03:25:53] <z11> i have always thought tactics was pure 2d
[03:26:19] <z11> i have learned something new
[03:27:16] <z11> On a difficulty level of 1-10 . Where would you place the difficulty level of making a game like tactics
[03:28:08] <ASneakyFox_> technically, everything is 2d. Pixels on your monitors only have x and y coordinates ;)
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[03:28:45] <z11> ahh
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[03:31:51] <TEttinger> z11: the hard part of any traditional Final Fantasy-style RPG is not the graphics code but the content
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[03:32:34] <ASneakyFox_> very true, all of my greatest game ideas get eliminated because i cant find free assets for them on opengameart.org ^.^
[03:32:41] <TEttinger> (I have about 300 hours put into FFTA2, across about 5 playthroughs in english, spanish and french and haven't explored a lot of the game)
[03:33:06] <TEttinger> I got to the top of brightmoon tor 1 once, and then got ripped to shreds
[03:33:35] <z11> I have never finished it myself the only tactics game I have played through mostly was tactics ogre
[03:33:55] <z11> is there a guide on making a tactics type game online ?
[03:34:27] <TEttinger> I wish.
[03:34:41] <TEttinger> that's the genre I'm most interested in playing and probably making
[03:35:11] <ASneakyFox_> z11, i would not attempt to make any kind of RPG/RTS/etc game yet if i were you. stick to smaller scopes and build up. Save your favorite game ideas for after youve tried and failed on other ideas first ;)
[03:35:25] <TEttinger> I've played a lot of tactics ogre: LUCT for PSP
[03:35:32] <TEttinger> but I haven't beaten it yet
[03:35:44] <z11> I am im just asking questions now . I am not close to making anythign like that
[03:36:07] <TEttinger> I mean it wouldn't hurt to make small demos and scale up their scale
[03:36:11] <z11> Im having trouble with kid apps lol
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[03:37:32] <z11> what do you think of tactics ogre compared to ff tactics ?
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[03:38:01] <TEttinger> ogre's a better game, definitely, in a lot of ways
[03:38:11] <TEttinger> but I really like the customization you can do in tactics
[03:38:15] <TEttinger> *fft
[03:38:22] <z11> wish they had a phone version
[03:38:42] <TEttinger> there was a non-RPG FFTA game for japanese phones, it was apparently awful
[03:38:52] <z11> :( wow
[03:39:49] <z11> have you ever tried suikoden tactics?
[03:40:28] <TEttinger> no, I've heard of the series
[03:40:33] <TEttinger> the 108 special things
[03:40:57] <z11> suikoden 1 and 2 are really good
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[03:41:18] <z11> i tried tactics on an emulator on my pc but the emulator sucked
[03:41:35] <TEttinger> When encountering a monster or other clans and engaging them in battle, players merely needed to click on the screen and watch as the battle unfolds by itself, leaving players with the option to either watch in its entirety or skip it altogether.
[03:41:57] <z11> doesnt look like it had the level design of tactics
[03:42:15] <TEttinger> S was a phone game only in a loose sense of "game"
[03:42:28] <TEttinger> it was a thing you had on your phone with final fantasy characters
[03:42:32] <z11> you should clone it and make improvements
[03:42:37] <TEttinger> heh
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[03:42:49] <TEttinger> I'm working on art currently
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[06:20:13] <matty_r> Is there some sort of requirement for an Actor to get the focus if i'm trying to listen for keyDown events?
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[10:23:04] <Bashman> can someone explain to me what batch.setProjectionMatrix(camera.combined) does exactly?
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[10:33:17] <gerds0n> matrices (e.g., projection matrix) are used in computer graphics to transform points from one coordinate system into another. camera.combined is such a matrix. so you define a camera that looks into your world (imagine as a rectangle seeing some part of your world). you may move around this camera and look at different points in your world too. this is reflected in this projection matrix (camera.combined). so if you use your batch to draw lets say a
[10:33:17] <gerds0n> static point. by telling your batch where your camera is (by giving him the projection matrix), he knows where to draw this point on the target screen. now you can move your camera and your batch draws the point in the corresponding updated position. so you dont have to change any points coordinates. you just move the camera and look where you want to look at and the batch draws it correspondingly through this projection matrix.
[10:33:37] <gerds0n> actually iam just beginning and horrible in explaining this. but i tried my best
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[10:43:03] <mk1> you just answered your question
[10:46:56] <mk1> also this is not 100% correct
[10:47:25] <mk1> you usually distinguish between object space, world space, view space und projection
[10:48:06] <mk1> object space is object local, no matter where in the world your object is. world space is the position of the object in the world
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[10:49:03] <mk1> the view space is the space where the camera is at the origin (0,0,0)
[10:49:41] <mk1> finally the projection is used to "distort" the view. for perspective projection objects that are far away are rendered smaller. for orthographic projection everything stays the same.
[10:49:51] <mk1> combined is just the combination of view and projection
[10:55:52] <Bashman> Thanks. That info helps.
[10:56:11] <Bashman> Now I have another, annoying issue. I cannot figure out how to transition from a screen to rendering a stage
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[11:00:25] <mk1> transition?
[11:01:06] <Bashman> nevermind, I'm just dumb.
[11:01:18] <Bashman> I got it.
[11:10:51] <Bashman> I'm having trouble understanding how to implement virtual width/height
[11:10:54] <Bashman> instead of pixels
[11:12:04] <mk1> well, your camera displays world "units"
[11:12:34] <mk1> which are in no way related to pixels
[11:13:18] <mk1> your orthographic camera uses no projection. instead it display "width x height" units on your "screenWidth x screenHeight" display
[11:13:23] <spacekookie> Good morning everybofy :p
[11:13:39] <mk1> if width == screenWidth (same for height) you have a 1:1 unit to pixel ratio
[11:14:20] <mk1> you can however change your virtual width and height to display a larger area of your world. just keep in mind that the aspect ratio of your screen should match the aspect ratio of your camera
[11:14:54] <mk1> if you don't your world will appear stretched. there're also different implementations of viewports that help you with it
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[11:15:38] <mk1> they will either stretch your world to the screen or add black bars (letter-/pillarboxing)
[11:17:45] <Bashman> I see.. I think I had a misconception with virtul width/height. I was trying to follow Xoppa's examples and apply meters to my game (20m width, 15m height, -9.8m/s gravity)
[11:18:03] <Bashman> virtual*
[11:19:28] <mk1> which is perferctly fine
[11:19:42] <mk1> world "units" can be anything you want. inches, yards, centimeters
[11:20:48] <Bashman> Would Gdx.graphics.getWidth() / 20 be proper for the Pixels to 20m conversion?
[11:20:54] <Bashman> I need sleep. brain is turning off
[11:20:54] <Ange_blond> Hi, do you know if I can, starting from a model/modelinstance, create animation from code ?
[11:21:25] <Bashman> I believe that would give me pixels per meter
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[11:21:40] <mk1> yes, pixels per meter
[11:21:57] <mk1> Ange_blond: why not?
[11:22:34] <Ange_blond> mk1 > stupid question... I was searching into node class, but modelInstance give access to animation array
[11:22:37] <Ange_blond> thanks
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[11:27:53] <Bashman> So when I apply the batch.draw to my actor, is there no way to choose width/height by my units instead of pixels?
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[11:29:45] <Bashman> if my world is 20m wide, I can do playerWidth = (Gdx.graphics.getWidth() / 2) * 5 to essentially display a 5 meter wide character, correct?
[11:29:57] <Bashman> divided by 20 not 2.. -_-
[11:31:17] <mk1> always measure in world units
[11:31:26] <mk1> just change the camera virtual size
[11:31:53] <Bashman> viewport = new FitViewport(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, camera);?
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[11:33:04] <mk1> for example, yes
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[11:38:19] <Bashman> and another side note because I just read something in a post, is it wrong to use textures for an Actor?
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[11:41:31] <mk1> an Actor is just a generic class for stage children
[11:41:41] <mk1> it really depends on the implementation of the specific actor
[11:41:50] <mk1> the question is: should you even use a stage for your game world?
[11:41:59] <mk1> I usually write my own custom renderer
[11:42:44] <mk1> performance-wise (especially when targeting mobile devices) you should try to reduce your draw calls by batching
[11:42:45] <spacekookie> mk1: I usually just use stages for UI stuff.
[11:42:56] <mk1> and that is fine, spacekookie
[11:43:30] <spacekookie> Who are you adressing with your advice?
[11:43:36] <spacekookie> Or is it more of a monologue on irc? :p
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[11:44:10] <mk1> Bashman
[11:44:20] <mk1> you joined later on
[11:44:35] <mk1> don't question my motives :-P
[11:44:42] <spacekookie> Aaah, I was in the channel before I just rejoined freenode.
[11:44:48] <spacekookie> I didn't read the stuff all the way up there :D
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[12:04:52] <Ange_blond> about the NodeKeyframe keytime, keytime is in second ? ms ? µs ? thanks.
[12:06:44] <Ange_blond> it's documented as "timestamp"
[12:06:58] <mk1> second
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[12:08:50] <Ange_blond> thanks
[12:10:07] <Mezzenstein> hey
[12:11:00] <mk1> ho
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[12:34:50] <Bashman> whats a good aspect ratio to use when developing for mobile?
[12:44:36] <mk1> 19:10
[12:44:39] <mk1> *16:10
[12:44:58] <mk1> *16:9
[12:45:00] <mk1> aaaaa
[12:45:03] <Mezzenstein> 16:9/16:10 are the most common I guess
[12:45:19] <mk1> a lot of devices have full hd displays, which is 16:9
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[14:21:40] <cackling_grandma> was the libgdx jam topic determined?
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[14:37:12] <cackling_grandma> wow I saw the jam spreadsheet
[14:37:21] <cackling_grandma> wtf is with this mess
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[14:39:22] <mobidevelop> It is magical
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[14:45:18] <Bernzel> Does android have a size limit on data being written to external storage? Some images keep returning all black while some works just fine.
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[15:14:50] <Bashman> what's the best way to go about moving my player X game units over X seconds?
[15:14:53] <Bashman> Y seconds*
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[15:15:25] <mk1> Bernzel: code?
[15:15:36] <mk1> Bashman: interpolation
[15:15:53] <mobidevelop> Bernzel: no, but it sounds like you might be loading images that are too large
[15:16:01] <mk1> pos = startpos + a * (endpos-startpos); with a = value from 0 to 1
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[15:17:25] <Bashman> why from 0 to 1? And I was imaging the usage of deltaTime to ensure accurate movement over time
[15:17:43] <Bashman> imagining not imaging haha
[15:17:53] <mk1> a += deltaTime / timeYouWantForActualMovement;
[15:18:19] <mk1> a += deltaTime / 2.f; // move unit from startPos to endPos in 2 seconds
[15:21:52] <mobidevelop> Bernzel: more specifically, the limitation is on the texture dimensions and I'd regardless of where the image actually came from
[15:22:03] <mobidevelop> *is
[15:23:17] <Bernzel> mobidevelop, so I would need crop the images? or am not so sure about texture dimensions?
[15:24:28] <mobidevelop> You should check the dimensions of those that don't load correctly. You may need to scale or crop them before loading to textures.
[15:24:49] <Bashman> doesn't work as expected. Way faster than 5 second test
[15:25:41] <Bernzel> mobidevelop I was actually trying that a few days ago, but there seem to be no way of cropping an image without using a third party library?
[15:26:11] <mk1> ai
[15:26:21] <mk1> Bashman: startpos and endpos should be set ONCE
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[15:29:45] <Bashman> mk1: works when set only once
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[15:34:30] <mk1> also you should stop at a = 1;
[15:34:43] <mk1> a = Math.min(a + deltaTime/5f, 1f);
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[15:36:11] <Bashman> a += Gdx.graphics.getDeltaTime() / 5f; does change in time / 5. It could be the lack of sleep, but I'm trying to figure out why that works.
[15:36:49] <mk1> because interpolation is finished when a = 1. therefor after five seconds. timeElapsed / 5f = 1
[15:37:33] <mk1> *therefore
[15:38:32] <Bashman> dhu
[15:38:45] <Bashman> duh*.
[15:41:05] <Bashman> setX(startpos + a * (endpos - startpos)); continues to work beyond endpos. I have startpos = 10 and endpos = 5 so its a * -5, after the initial 5 seconds shouldn't the timing be off?
[15:41:37] <mk1> ?
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[15:41:49] <mk1> 15:34:30
[15:41:49] <mk1> mk1
[15:41:49] <mk1> also you should stop at a = 1;
[15:41:49] <mk1> 15:34:42
[15:41:49] <mk1> mk1
[15:41:49] <mk1> a = Math.min(a + deltaTime/5f, 1f);
[15:42:07] <mk1> whoops. sry for spam posting. but you get it
[15:43:32] <Bashman> Yea, and works as expected. Thanks.
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[15:50:12] <Mezzenstein> I want to center an image in a table Layout. But there are also other actors in the same row which move the Image actor out of the center. How can I force the one actor in the center to stay there?
[15:52:53] <mk1> whut?
[15:53:08] <mk1> image? code?
[15:53:41] <Mezzenstein> moment
[15:55:09] <mobidevelop> Bernzel: it is certainly possible to do without a third party library.
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[15:57:46] <mk1> the heart?
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[15:57:56] <gerds0n> if it has to be in exact this position always, just add it by addActor and set the position manually
[15:57:59] <gerds0n> ?
[15:58:23] <mk1> yep
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[15:58:51] <mk1> add(textLeft).fillX().expandX().right(); add(heart); add(textRight).fillX().expandX().left();
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[16:03:01] <Mezzenstein> hmm it's now left aligned. Where do I have to set the position?
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[16:11:20] <mk1> textLeft.setAlignment(Align.right);
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[16:17:42] <Mezzenstein> sweet lights
[16:20:51] <mk1> EvilEntity: just update to 1.5 snapshot?
[16:21:24] <EvilEntity> its not in the official repo yet
[16:22:48] <mk1> ah, damnit
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[16:25:13] <Bashman> I'm using a GlyphLayout to display text on a screen. Can I set the width and height so it's always proportional to the screen size?
[16:29:05] <mk1> EvilEntity: what's the performance gain on the reduced rays? do you actually test for edge cases or is it still performing X ray casts as before?
[16:29:47] <EvilEntity> gain? hehe
[16:30:00] <jeffol> Robopods voting round 2 \o/
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[16:31:11] <jeffol> VOTE FOR ROBOPODS BILLING CODE!! CHRIST
[16:31:21] <EvilEntity> mk1, i didnt bother with perf testing, but it probably is faster than doing 100k rays or something stupid to make default lights smooth
[16:31:25] <jeffol> this should seriously be a given
[16:32:30] <mk1> my current max setting is 1 ray per 1.5° and only few fixtures on screen
[16:32:39] <mk1> so this could be a real deal for me
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[16:34:26] <Tomski> jeffol, NO
[16:34:34] <Tomski> Ill vote against it
[16:34:38] <jeffol> how dare you
[16:34:49] <Tomski> jeffol, I am selling my vote though
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[16:35:02] <Tomski> ;]
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[16:47:09] <wawwaawa> is there a way to create a framebuffer of the current viewport? My problem is that the Framebuffer constructor accepts width and height as int but the viewport width and height is a float.
[16:53:42] <EvilEntity> fbo works in pixels, unless your vp is 1:! it will probably not do what you expect
[17:01:37] <Bashman> I can't get this dang accelerometer to work..
[17:02:13] <Bashman> simple enough.. why doesn't it work
[17:04:44] <Bashman> also have config.useAccelerometer = true; in AndroidLauncher
[17:05:59] <Tomski> Bashman, when are you calling that method?
[17:07:16] <Tomski> Try printing out the value of the accelerometer, also check if libgdx reports it as available
[17:07:30] <Tomski> Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer)
[17:08:32] <Bashman> I have a MyInputProcessor class extending InputAdapter that is utilized by my stage class
[17:08:42] <Bashman> I'll try to print the availability
[17:11:22] <Bashman> It's available.
[17:11:56] <Tomski> And what values is it printing
[17:14:34] <Bashman> Just as I'd expect
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[17:14:49] <Bashman> Positive when phone tilted left, negative tilted right
[17:15:09] <Tomski> All is good then :)
[17:15:56] <Bashman> Except that isn't translating to moving my sprite. That's the problem I'm having. All other input (touch, keyboard on desktop, etc.) work like a charm
[17:16:39] <Tomski> Debug it, setRightTilt is just setting a boolean in Player? Find out whats going on there
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[17:18:15] <wawwaawa> @EvilEntity thanks creating the screenbuffer by using the Gdx.graphics width/height and later scaling the drawn content works perfectly
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[17:22:54] <Bashman> Duh. My custom input processor methods for tilt left and tilt right aren't used
[17:23:01] <Bashman> by InputAdapter
[17:24:37] <Bashman> Woohoo, the scumbag thing works now. Thanks for the help Tomski
[17:24:50] <Tomski> Nice!
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[17:56:13] <Bashman> I'm having problems using the full screen on an android device while not warping my sprite.. any suggestions?
[17:56:26] <Bashman> When I do FitViewport, the area of the screen used is very small.
[17:56:50] <Bashman> But it maintains aspect ratio, so the sprite looks normal
[18:00:51] <absof25> do u call something like viewporta update or something like that on resize?
[18:00:58] <absof25> I am sure there is something that updates it
[18:01:14] <absof25> Bashman: cameraHandler.viewport.update(width, height, true);
[18:01:19] <absof25> something like that
[18:01:24] <Bashman> viewport.update(width, height, true);
[18:01:30] <absof25> hmmm
[18:01:51] <absof25> you are using fitViewPort?
[18:02:21] <Bashman> Yes
[18:02:27] <Bashman> Anything else looks warped to crap
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[18:02:45] <Bashman> But FitViewport uses small screen space
[18:03:00] <absof25> can u show me picture?
[18:03:08] <absof25> cant imagine what means small screen space
[18:04:11] <Bashman> The Y coordinate in which the sprite starts disappearing is about 3/4 up the screen. I'm losing like 25% screen space
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[18:05:29] <EvilEntity> viewports, bane of newbies since forever
[18:05:36] <Bashman> I had Width at 16 and Height at 9
[18:05:39] <Bashman> ....
[18:06:02] <EvilEntity> sounds reasonable
[18:06:26] <Bashman> Heigt at 16 and Width at 9 makes the viewport display perfectly
[18:06:33] <Bashman> Flip flopping the values
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[18:08:34] <Bashman> Oh. I think I know why I need to flip flop. I intend on playing portrait, not landscape.
[18:08:35] <absof25> Should I use some programming concepts like dependency injection and such, for a medium sized game?
[18:08:47] <absof25> or just go without it untill i start needing it?
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[18:36:34] <Durvin> dont bother
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[18:51:24] <ficolas> or if there any way to use libgdx without gradle?
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[18:55:18] <Adnn> Disclaimer: never tried them
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[18:55:53] <ficolas> ok thanx I guess ill do that if I dont find any way to use the annotation processor with it
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[19:15:51] <romdipman> can i clear a framebuffer to the "state" it was in after creating? If i manually create a new fbo in each render it works, but trying to reuse the same fbo over multiple renders gives me black output that isn't cleared
[19:16:19] <Bashman> Can you create a TiledMap as an Actor and have it draw behind your player actor? Or is that craziness
[19:17:38] <ficolas> yes
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[19:17:55] <ficolas> you technically can create an actor that draws a tiled map
[19:18:23] <Bashman> Would there be a better solution?
[19:18:32] <ficolas> a better solution to what?
[19:18:47] <Bashman> All I need is my map to load so the camera can pan over its Y axis (scroll up and display the map)
[19:19:15] <ficolas> do you draw something from the stage behind the map?
[19:19:37] <Bashman> No
[19:19:47] <ficolas> then why dont you draw the map and then draw the stage
[19:20:04] <Bashman> Because I have no logic. I'll do that
[19:20:07] <ficolas> you draw the map with a camera set to the position you want, and the stage with a completelly different viewport/camera
[19:24:09] <Xoppa> romdipman, always call glClear immediately after binding the fbo
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[19:43:27] <ficolas> how do I create a meta inf file to add a service provider with gradle?
[19:43:37] <ficolas> and libgdx
[19:45:45] <ficolas> in the assets folder of the core project?
[19:46:10] <EvilEntity> wtf is that and why would you want to do that?
[19:47:32] <ficolas> me?
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[19:47:42] <ficolas> java service provider
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[19:49:08] <romdipman> @Xoppa in case of libgdx that's after the fbo.begin(), right?
[19:49:30] <EvilEntity> romdipman, yes
[19:49:49] <Xoppa> ^
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[20:09:11] <Xoppa> EvilEntity, make sure that the colors of the transparent texels matches the required color; although it has an alpha value of zero, it still has r, g, b values which are blended with the surrounding texels when bi/trilinear texture sampling
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[20:22:29] <Bashman> how would one go about rendering a tiled map behind a stage/actor?
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[20:25:08] <Adnn> Bashman, you render the map before the stage
[20:25:22] <Adnn> i.e. call its render method before calling the stage's
[20:26:02] <Bashman> I've tried, but I'm getting nothing. Only the actor that rendors
[20:26:08] <Bashman> oh god. renders*
[20:27:34] <Adnn> The map's not showing at all ?
[20:27:56] <jeffol> try just getting the map to render first
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[20:38:59] <Adnn> I think the problem is with the unit scale
[20:39:13] <EvilEntity> Xoppa, looks like main problem was fbo clear color
[20:39:21] <Adnn> Try panning and zooming the camera to make sure
[20:41:49] <Bashman> I was clearing the screen in my stage render method..
[20:42:23] <Bashman> But nonetheless a lot of this can be avoided If I could better learn/understand cameras, viewports, projection matrices, etc.. I've been trying for a while and struggling
[20:45:17] <Adnn> Xoppa has a nice blog entry about this
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[20:46:06] <Adnn> You can also search "gamefromscratch libgdx viewport" on Youtube, it helped me understand better.
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[20:53:21] <ASneakyFox> the main thing to know is that dont think in pixels, think in game units, the camera is what converts game units in to pixels
[20:54:26] <Bashman> Funny you say that, I'm having that exact issue right now. The map is way too big compared to my stage units
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[21:06:24] <pr4xxx> hello everybody, me again.
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[21:07:46] <pr4xxx> someone experience with tile maps and rendering order? like rpg maker (sprite able to walk behind certain tiles etc.)
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[22:31:05] <kilombo> Hello my best friends in the world
[22:31:32] <kilombo> I want to make a menu, with buttons like "play game, options,..." etc, how can I accomplish this? Using Overlap2D?
[22:31:49] <[twisti]> kilombo: check the wiki for scene2d.ui
[22:32:54] <kilombo> Seems a bit complicated
[22:33:06] <[twisti]> well, UIs are going to be complicated
[22:33:26] <[twisti]> but its not too bad if you just want simple things like what you said
[22:34:12] <jeffol> i just use textureregions and input.touch *shrug*
[22:34:44] <jeffol> made into a button class of course but yeah
[22:35:02] <jeffol> its a bit redundant probably; use scene2d wiki as suggested
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[22:40:22] <kilombo> Thank you, I'll try it.
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[22:53:34] <kilombo> "scene2d is a 2D scene graph " I don't understand what a "scene graph" means exactly, the definitions I found are too much for me. Does any of you know how can I understand what a "scene graph" is?
[22:53:38] <kilombo> or what it means
[22:54:23] <[twisti]> its a fancy way of saying that things are in other things
[22:54:25] <Xoppa> why care?
[22:54:50] <[twisti]> like a row is in a table, and the table is in a dialog page, and the dialog page is on a window
[22:54:57] <[twisti]> in a window*
[22:55:03] <[twisti]> you dont really need to care
[22:57:12] <kilombo> Ahh
[22:57:28] <kilombo> Xoppa: Well, I want to understand :P
[22:58:01] <kilombo> thank you
[22:58:26] <Xoppa> you´ll understand when you´ve worked with it
[22:58:57] <kilombo> So it's like a tree
[22:59:06] <kilombo> Ok ok Xoppa, let's do this! :D
[22:59:34] <Xoppa> make sure to test it first in your playground project
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[23:20:09] <[twisti]> yes, a graph is very similar to a tree (and in fact a tree is always a graph)
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[23:22:18] <kilombo> oh, I know what a graph is, but not what a scene graph was :P
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[23:29:32] <Bashman> I've asked about this a bunch, but it keeps nagging me until I fully understand it
[23:29:39] <Bashman> what happens when I don't include batch.setProjectionMatrix(camera.combined);
[23:30:07] <Bashman> I comment it out and the viewport still functions as expected
[23:30:21] <Xoppa> then it will be kept the default which is a (not resized) pixel perfect projection
[23:30:47] <Xoppa> not resized practically means that you cant use it and shouldnt rely on it
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[23:31:14] <Bashman> Resized as in translated into the proper coordinate system?
[23:31:20] <Bashman> Not resized*
[23:31:32] <Xoppa> no, as in, when the resize method is called it is not updated
[23:32:14] <Bashman> Oh
[23:33:03] <Xoppa> and ofcourse a pixel perfect projection is not very suitable for most games
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[23:34:39] <Bashman> So I have a GlyphLayout displaying text, and I do have the viewport width/height updating on resize, but when I full screen, the centered GlyphLayout disappears
[23:35:33] <Bashman> Ah, the resize method isn't even being called on my stage class, I'll look into it
[23:36:06] <Xoppa> stage doesnt have a resize method
[23:38:17] <Bashman> So how would I handle a resize when I'm managing my graphics through a Stage?
[23:38:50] <Xoppa> stage.getViewport().update(width, height, false);
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[23:40:38] <Bashman> I threw that into the stage render method to no avail.
[23:40:54] <Xoppa> why would you do that?
[23:41:10] <Xoppa> stage does not have a render method
[23:42:31] <Bashman> How else do I access it through my JourneyHome class (Main class used as entry)
[23:42:46] <Xoppa> o.O
[23:43:23] <Xoppa> sounds like you´re making it yourself harder than it should be
[23:46:28] <Bashman> I'm a bit groggy. So my MainStage is declared in my GameScreen screen class, and in that resize method I'm calling MainStage.getViewport().update(width, height, true); with no effect
[23:47:55] <Xoppa> you mean that the projections isnt updated to the new screen size? how did you verify that?
[23:48:57] <Bashman> I full screen and the text in the center is gone!
[23:49:39] <Xoppa> perhaps pastebin some code
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[23:52:50] <Bashman> Lol, realized I was talking about the wrong class but still have issues. Here's the two classes I'm dealing with
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[23:54:41] <Xoppa> you are only calling setProjectionMatrix in the create method?
[23:56:10] <Bashman> When I put it in the render method I get a black screen.
[23:57:52] <Xoppa> never ever ever ever use Gdx.graphics.getWidth or getHeight when not using a pixel perfect projection
[23:58:17] <Xoppa> you are using a FitViewport with a size of 9x16
[23:58:38] <Xoppa> so either you are using a very very very very small tiny little font or you should use a bigger viewport
[23:59:20] <Xoppa> sorry, that was a bit exaggerated, but you get what i mean?