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   November 15, 2015  
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[00:00:58] <Xoppa> ASneakyFox, https://github.com/libgdx/libgdx/blob/0.9.8/tests/gdx-tests/src/com/badlogic/gdx/tests/PickingTest.java google code is very very old and not supported anymore. Also, it probably is not very usable anymore. What is it that you are actually looking for?
[00:05:42] <ASneakyFox> Xoppa, I'm trying to do a mesh accurate ray cast, so i can find the elevation at the characters point on the terrain (so they walk on the terrain). There doesnt seem to be any examples anywhere of anyone doing that
[00:05:46] <intrigus> https://github.com/libgdx/libgdx/blob/dcc1ee7feb0a526dbb723fdbc1e6738c48d1d3d7/tests/gdx-tests/src/com/badlogic/gdx/tests/PickingTest.java
[00:05:48] <ASneakyFox> so i was kind of reaching
[00:07:04] <intrigus> @Xoppa why is http://www.badlogicgames.com/forum/viewtopic.php?f=17&t=21017 not in the core?
[00:07:13] <Xoppa> ASneakyFox, that should kinda be an indication that you might want to reconsider your approach
[00:07:45] <Xoppa> intrigus, because no one contributed it
[00:10:53] <ASneakyFox> how else can you get a point on a mesh besides raycasting?
[00:11:12] <Xoppa> ow that normalizing code doesnt look correct btw intrigus
[00:11:35] <intrigus> Not my code Xoppa ^^
[00:11:35] <Xoppa> ASneakyFox, the question is why you want to get a point on a mesh in the first place
[00:12:50] <ASneakyFox> so I can get the elevation at any point on the map (so the characters know where to stand, also affects gameplay mechanics etc)
[00:12:55] <Xoppa> you made me look at it intrigus :D
[00:13:17] <Xoppa> ASneakyFox, height map?
[00:13:37] <ASneakyFox> yes (actually im using your heightmap code from the tests directory)
[00:13:43] <Adnn> If I do sprite = atlas.createSprite("filename");, is there a combination of methods that will let me get the filename back from the sprite ? Without implementing my own.
[00:13:45] * intrigus hides
[00:14:05] <Xoppa> ASneakyFox, then use the x,z value to get the y value, no need to cast a ray for that
[00:14:42] <Xoppa> Adnn, no
[00:15:12] <Adnn> Alright
[00:15:14] <Xoppa> although you might not mean filename, but the name of the region, in which case you could iterate over all region names of the atlas
[00:16:31] <ASneakyFox> Xoppa, your heightfield uses integers for coordinates though. I thoguht about doing it that way but I would have to interpolate between the nearest coordinates to get the actual height though. Thats my backup plan if i cant figure out raycasting though
[00:16:54] <ASneakyFox> raycasting also has the advantage of being universal to work with buildings and stuff if i add those in
[00:18:27] <Adnn> That wouldn't solve the original problem Xoppa, but I'll just go the easy way and supply the sprites with IDs. I need that to tell which sprites to load amongst the clients.
[00:20:15] <Xoppa> its been a while since i made that, but it probably does not have exactly the method that you need ASneakyFox, interpolating between the points is a way better idea then raycasting against a mesh. Keep this rule in mind: (graphical) games is all about taking shortcuts to make it look real, universal (real) methods are almost never the solution.
[00:22:27] <Xoppa> ow Adnn you can cast it to AtlasRegion (if possible) and then call getAtlasRegion().name
[00:22:42] <Xoppa> *AtlasRegion = AtlasSprite
[00:23:05] <ASneakyFox> thanks, I think i'm close to figuring this out. Your heightmap example is pretty awesome btw.
[00:25:32] <Xoppa> yw
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[00:53:47] <duli> hi
[00:53:57] <duli> could anyone please tell me how can I profile a game
[00:54:09] <duli> to look for memory leaks etc.
[00:54:44] <duli> I've noticed that my fps drops gradually and to 40 and then it suddenly recovers which is weird
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[00:58:18] <ASneakyFox> duli, you want to use VisualVM, it comes with the java jdk, theres plugins for it for eclipse and intellij idea
[00:58:41] <point> if you are using AS, maybe you can use the device monitor tool.
[00:59:15] <ASneakyFox> yeh android i know how its own special tool just for android, never really used it yet though, not sure about ios
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[01:04:22] <Xoppa> why care about fps drops to 40?
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[01:05:43] <point> Hi, is there a difference between world space coordinates and stage coordinates?
[01:06:05] <Xoppa> not if it is using the same camera
[01:06:22] <Xoppa> which you probably dont want, so, yes
[01:08:41] <point> are they in a 2d world the same?
[01:09:18] <Xoppa> the world coordinates are the same in the same world, yes, regardless 1D or 2D
[01:09:39] <point> ok, ty.
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[01:11:06] <point> can I ask you some basic understanding questions?
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[01:11:25] <Xoppa> ¨If you have a question, just ask¨
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[01:13:36] <point> one assigns a viewport to a cam and a stage. a stage can be smaller or bigger than what a cam can show on a screen. is it right?
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[01:15:45] <Xoppa> the size of the stage is defined as the size of the viewport which is (by definition) exactly the size the cam can see (and project onto the screen)
[01:16:34] <point> ok, this is what I understood from the docs etc.
[01:16:40] <Xoppa> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/Stage.java#L675-L682
[01:17:09] <Xoppa> that doesnt mean that your stage can contain actors which arent visible to the cam
[01:17:14] <Xoppa> *cannot
[01:17:27] <Xoppa> euhm, you get it
[01:17:48] <point> yes, I get it :)
[01:18:31] <point> the viewports can have different sizes too. but when do you assign a bigger/smaller viewport to a scene?
[01:18:38] <Xoppa> having to ask this question might be an indication that you are using a stage for game play which is usually not a good idea
[01:19:36] <point> hmmm, you are right
[01:20:05] <point> so I need a better tutorial
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[01:20:27] <Xoppa> here you go: https://github.com/libgdx/libgdx/wiki/A-simple-game
[01:26:59] <z11> That link was not intended for me but I am glad you typed it in.
[01:26:59] <point> thank you! I will take a closer look on it - at first glance I would say, a lot refactorings lie ahead of me.
[01:27:26] <z11> I was looking for tutorials like these on the github site.
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[01:49:35] <z11> anyone here using intellij
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[02:06:06] <Tomski> z11, yup
[02:06:28] <duli> hi
[02:06:40] <duli> I am trying to profile my game
[02:06:56] <duli> and started using the GLProfiler
[02:07:24] <duli> I've put GLProfiler.textureBindings in my render method and I can see that the numbers only increases
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[02:07:30] <duli> is that normal ?
[02:07:36] <duli> and what's considered normal?
[02:07:38] <Tomski> You need to reset it yourself
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[02:08:28] <Tomski> Anything could be normal depending on the type of device you are targetting and the complexity of your game
[02:08:44] <Tomski> You want to minimize it, and especially avoid needless binds
[02:09:01] <duli> well the thing is that it's really hard to catch what the problem is
[02:09:17] <duli> after playing the game for about 5 min I notice gradual drop in fps
[02:09:32] <duli> from 60 to 55 --> 50 --> 45 etc.
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[02:09:41] <duli> in about 10 min it is about 45
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[02:10:38] <Tomski> Could be a memory leak
[02:11:27] <duli> how can I find it?
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[02:12:36] <Tomski> profile your memory usage
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[02:13:00] <ASneakyFox> most likely youre not disposing things that need to be disposed :P
[02:14:02] <duli> well..during the game I am using a pool
[02:14:09] <duli> I don't create new objects
[02:14:23] <duli> the CG should automatically reclaim memory I assume
[02:14:39] <duli> what should I dispose ??
[02:15:07] <Tomski> Dispose all disposables when you are done with them
[02:15:16] <Tomski> Profile it duli, its easy to find out if there is a leak
[02:15:30] <duli> profile with what program?
[02:15:54] <Tomski> Any java profiler worth its salt
[02:16:01] <Tomski> VisualVM is quite good
[02:16:18] <duli> what should I look for?
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[02:16:21] <duli> the heap memory?
[02:16:22] <ASneakyFox> duli, VisualVM
[02:16:30] <Tomski> Look at allocations
[02:17:03] <ASneakyFox> also look at GC frequency
[02:17:19] <ASneakyFox> if theres lots of GCs happening in a short period that can cause a performance hit
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[02:18:15] <duli> but visualVM doesn't work on android
[02:18:26] <duli> I am not getting the problem on desktop
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[02:20:01] <Tomski> you arent seeing the problem on android
[02:20:04] <Tomski> on desktop*
[02:20:19] <Tomski> You can still measure it
[02:24:42] <ASneakyFox> duli, for android: http://developer.android.com/tools/performance/comparison.html , Id use VisualVM though
[02:25:14] <ASneakyFox> profiling is intensive work, adding a mobile phone into the mix makes it even more annoying and time consuming
[02:25:43] <duli> thank you
[02:25:51] <duli> I will try visualVM for desktop
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[06:00:15] <Delmadan> Does anyone get confused by iOS views and viewControllers?
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[06:26:45] <Bashman> If anyone could help that would be awesome.. I'm trying to access my github libgdx project on IntelliJ and gettin an "Already created an SDK loader with different SDK path" error
[06:26:51] <Bashman> It's referring to my Android SDK
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[06:29:44] <TEttinger> interesting
[06:30:03] <TEttinger> is your project public?
[06:30:32] <TEttinger> I'm wondering if something in it is trying to load android SDK stuff from a different folder
[06:31:10] <TEttinger> ^ Bashman
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[06:39:57] <Bashman> Wow, got caught up reading..
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[06:40:14] <Bashman> Yes the project is public
[06:41:45] <Bashman> https://github.com/awbasham/JourneyHome
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[06:42:43] <toep> Hello, I have a question. I can't get Gdx.input.isCursorCatched() to work for html. Does anyone know the issue?
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[06:56:45] <gentlemandroid> What's a good, small python ide?
[06:57:39] <Bashman> PyCharm
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[06:59:10] <TEttinger> Bashman: I'm guessing whatever "$System.env.ANDROID_HOME" is evaluating to is not correct on the system you checked out on
[06:59:33] <TEttinger> which is probably the environment variable ANDROID_HOME
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[07:00:05] <TEttinger> gentlemandroid: some people like sublime text for python
[07:00:15] <kdarknight_> i am little confused. how can i send two different textureCoords to shader? right now i can only access one using a_texCoord0
[07:00:27] <gentlemandroid> I forget I used pyCharm in the past
[07:00:37] <gentlemandroid> Was a little bitchy about style but good
[07:01:14] <kdarknight_> in vertex shader
[07:01:19] <gentlemandroid> a_texCoord1
[07:01:26] <Delmadan> gentlemandroid: alot of the IDE's used for scientific and statistical python purposes are actually really great too
[07:01:43] <TEttinger> iPython and such?
[07:02:09] <kdarknight_> i have tried that but doesn't work maybe i am doing something wrong. How do i send it from ShaderProgram?
[07:02:27] <gentlemandroid> kdarknight_, if you've got a second set of tx coord attrs it should show up as a_texCoord1
[07:02:29] <kdarknight_> do i need to give it explicitly
[07:03:00] <kdarknight_> what i am doing right now is, tex1.bind(0) and tex2.bind(1)
[07:03:24] <gentlemandroid> The texture coords would be part of the vertex data
[07:03:35] <kdarknight_> and then accesing them in frag shader fine! but vertex shader only reads a_texCoord0
[07:03:49] <kdarknight_> vertex data? you mean the mesh i am sending?
[07:03:54] <kdarknight_> i am using*
[07:04:27] <gentlemandroid> Each vertex would need 2 texture coords
[07:04:31] <gentlemandroid> Right?
[07:04:42] <kdarknight_> yup
[07:06:13] <kdarknight_> oh i think i understand it
[07:06:18] <kdarknight_> now
[07:06:57] <kdarknight_> so a_texCoord0 is getting its value from mesh right?
[07:07:51] <gentlemandroid> Yep, the attributes are setup by libgdx so as long as you put in another set of texture coords they should be presented to the shader
[07:08:57] <kdarknight_> okay thanks
[07:10:56] <Delmadan> how should my path look when using robovm to link to an internal asset?
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[07:13:55] <Bashman> I'm trying to download things with the Android SDK Manager to fix my issue but it keeps giving me errors of "Failed to create directory" when trying to install packages
[07:14:12] <Bashman> I've tried multiple directories to put the android-sdk folder..
[07:17:08] <TEttinger> windows?
[07:17:53] <TEttinger> do you not have the permissions to write to the directory you chose? do you have spaces in the path?
[07:18:07] <TEttinger> (no idea of spaces matter here, generally spaces bad)
[07:18:17] <TEttinger> *if spaces matter
[07:18:47] <Bashman> MAc
[07:19:06] <Bashman> I had the same issue on my Windows PC but running as admin fixed
[07:19:16] <Bashman> There's no equivalent (that I'm aware of) for Mac
[07:19:20] <TEttinger> there is
[07:19:33] <Bashman> I'm admin user
[07:20:00] <TEttinger> I have no idea what permission level macs usually run user code under. knowing apple they do everything in their power to kneecap your authority as a user
[07:21:09] <Bashman> :/
[07:21:17] <TEttinger> I think it may still run processes an "admin" starts as user-level
[07:21:37] <TEttinger> sudo is generally a solution for command line apps
[07:22:18] <TEttinger> does the path you choose exist now?
[07:23:15] <Bashman> The Android SDK manager is trying to create the directories (they don't currently exist)
[07:23:33] <Bashman> It's trying to create subfolders
[07:23:51] <TEttinger> does the topmost folder get created successfully?
[07:23:57] <TEttinger> (topmost in the android stuff)
[07:25:22] <Bashman> Yes
[07:25:36] <Bashman> I think if I'm understanding what you're asking
[07:25:46] <TEttinger> that's rather weird. is the path long or something?
[07:26:20] <TEttinger> (I'm in windows mode I guess. that's a problem on windows but I don't think on mac)
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[07:27:37] <Bashman> No, the path is a normal/reasonable size
[07:27:47] <Bashman> Maybe I should just ditch Mac
[07:29:14] <Bashman> Hmm, interesting. I tried the non-brew installation and it's working
[07:29:27] <Bashman> How to waste an hour of your life 101
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[07:35:16] <Delmadan> TEttinger: I love iPython, but I don't know if it has much use in game dev :P
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[07:35:50] <TEttinger> hehe
[07:35:57] <TEttinger> glad it works, Bashman
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[08:02:56] <gerds0n> someone experienced with box2d joints here? i implemented two types of ropes, a strong one and one that is supposed to stretch easily. it works quite well, but i want the stretching rope to be more "bouncy". nevertheless, you cannot set anything like a strength for a joint in box2d. anyone an idea how to improve this? http://giphy.com/gifs/ropetest-3oEdvcBHosuSqa1hVm
[08:03:21] <gerds0n> sorry its not an actual libgdx question, but iam using libgdx ;)
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[08:25:20] <DandelionGames> I just updated to the latest version of libgdx, and trying to follow the instructions on the blog for the license key activation, but when I run gradlew :activateLicense I get a build error stating Task 'activateLicense' not found in root project, do I have to somehow specify the ios project?
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[08:26:15] <DandelionGames> err, the license key activation for robovm that is
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[08:45:30] <archmage> Hello everyone
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[08:50:48] <archmage> I'm having an issue with Intellj IDEA failing to run a basic LibGDX project, does anyone use it?
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[09:04:10] <kdarknight_> many people
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[09:04:16] <kdarknight_> what error?
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[11:11:59] <ftgf2> Tomski: hi
[11:12:09] <ftgf2> sorry I couldn't post this that day: https://vid.me/Hoxu
[11:13:08] <ftgf2> that is how my ball moves when I do ballX += speed * time / out.len() ;
[11:13:44] <ftgf2> before which I do path.getDerivative(ballX, out);
[11:14:01] <ftgf2> I wanted to see a very uniform movement but I don't.
[11:14:13] <ftgf2> is the output expected?
[11:22:30] <vurpo> I'm having box2d issues
[11:23:25] <vurpo> I'm making this super mario kart-like clone, and the physics are handled using box2d (which works pretty well, since it's not a 3D game)
[11:24:29] <vurpo> Now I tried adding slowdown when driving on grass, so I made the grass consist of a bunch of sensor fixtures that are polygons
[11:25:01] <vurpo> since it doesn't support non-convex shaped, it's divided into many polygons
[11:26:05] <vurpo> So I made it very simple, i.e. raising the linear damping of the kart in the beginContact if it contacts with the sensor, then lowering it in the endContact
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[11:27:18] <vurpo> While driving on grass, though, it calls endContact and beginContact a lot (I assume on the edges between the polygons), which causes the damping to jump between normal and high while I'm driving
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[12:02:37] <gentlemandroid> vurpo, You could just count up and down for each contact and change the damping back only when the count is zero
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[12:13:28] <vurpo> gentlemandroid: I'm trying to do something like that now
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[12:17:38] <vurpo> it's working, thanks
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[12:35:53] <duli> hello
[12:36:20] <duli> I am profiling my game since I observe a gradual decline in fps
[12:37:01] <duli> in my render loop of the stage I've got these two lines of code
[12:37:02] <duli> System.out.println("texture bindings " + GLProfiler.textureBindings);
[12:37:02] <duli> GLProfiler.reset();
[12:37:20] <duli> what I observe is that the texture bindings increase over time
[12:38:22] <duli> starting from 900000 to 1803297 in a few minutes
[12:38:36] <duli> is that normal?
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[12:42:15] <duli> also, I don't know whether that's related or not but when the fps drops I am getting Excessive delay reading vsync: took 50 ms in my android console
[12:42:24] <duli> and the Excessive delay reading vsync increases
[12:42:32] <duli> can anyone please help?
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[12:47:01] <duli> @Tomski do you have any idea?
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[13:01:52] <absof25> god class or dependency injection, which one should I go for?
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[13:02:42] <[twisti]> is that a joke ?
[13:02:53] <[twisti]> god class is a well known antipattern
[13:03:12] <[twisti]> its like youre asking whether you should drive without seatbelts or go for a jog
[13:05:01] <badlogic> eh
[13:05:07] <badlogic> not that clear cut, most DI is wrong and terrible
[13:05:21] <[twisti]> most DI is awesome, you annotation-hater
[13:05:22] <badlogic> if you don't know what you do, DI will cut your throat, delay the outcome, and not help
[13:05:31] <badlogic> i love annotations :)
[13:05:35] <badlogic> i have mixed experience with DI :)
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[13:07:27] <[twisti]> i found in general nothing can prevent bad programmers from writing bad code, but given an average programmer, DI is more likely to lead to a decent outcome than god classes, singletons or 'ill just make everything static'
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[13:12:56] <Raziel> I knew someone who was "used" to java, but I hadn't seen his code. then he switches his game to C++. and made everything static.
[13:12:59] <Raziel> I was not pleased
[13:14:19] <[twisti]> well, c++'s static is something different from java's static anyways, isnt it ? its closer to final, no ?
[13:16:49] <codi^r> no, static is pretty much the same, at least on class scope
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[13:17:25] <codi^r> you probably think of const
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[13:20:26] <absof25> [twisti]: so?
[13:20:41] <[twisti]> so what
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[13:21:19] <kdarknight> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/maps/tiled/renderers/BatchTiledMapRenderer.java#L175
[13:21:40] <kdarknight> is this blank intentionally?
[13:23:41] <absof25> [twisti]: dependency injection is the way to go?
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[13:24:11] <[twisti]> yes
[13:24:36] <badlogic> DI won't work with GWT if you want to target HTML5
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[13:24:51] <badlogic> [twisti]: what framework are you using for DI? Dagger?
[13:24:59] <absof25> [twisti]: but I have to send everywhere everything than, its annoying
[13:25:14] <absof25> I am targeting only deskti=op
[13:25:18] <badlogic> eh no, the point of DI is that you don't have to send anything, it gets injected
[13:26:33] <badlogic> you can get pretty much all of DIs benefits minus all its downsides with a pluggable singleton :p
[13:26:47] <[twisti]> badlogic: weld, guice, dagger 1 and 2
[13:27:16] <[twisti]> dagger 2 is exciting, since it will be no problem to proguard or gwt dagger 2 code
[13:27:27] <[twisti]> but its also not very well documented yet
[13:28:09] <badlogic> like dagger 1? :p
[13:28:18] <[twisti]> worse
[13:28:43] <[twisti]> i also hate that it makes names with _ in them, i find that offensive
[13:28:59] <badlogic> i have yet to see something from Google that's worth looking at
[13:29:04] <[twisti]> ouch
[13:29:07] <badlogic> the square guys are doing pretty neat stuff though
[13:29:24] <[twisti]> the guy who makes dagger did a bunch of awesome projects though
[13:29:31] <[twisti]> retrofit, okhttp
[13:29:45] <badlogic> jake wharton?
[13:29:46] <badlogic> yeah
[13:30:05] <[twisti]> yep
[13:31:20] <badlogic> anyone got a new appletv?
[13:31:38] <absof25> badlogic: I dont understand how, how am I gona get acces to all my objects from every class wthout sending them
[13:31:54] <[twisti]> absof25: by using dependency injection
[13:32:41] <Lecherito> I still don't get too much the dependency injection thing with dagger2
[13:33:36] <[twisti]> if you are new to DI dagger 2 is definitely not the way to go
[13:33:38] <badlogic> nobody does :)
[13:34:13] <Lecherito> xDD
[13:34:14] <badlogic> absof25: short version: you annotate fields in your classes, e.g. @Inject MyThingy thingy
[13:34:17] <Lecherito> I know some DI
[13:34:28] <Lecherito> But I could not make anything work with dagger2
[13:34:48] <badlogic> abs25: then you tell the DI how to create MyThingy, depends on framework, could be a method in a class annotated with @Provides(MyThingy.class)
[13:35:08] <badlogic> abs25: when the app starts up, you tell the DI "Ok dude, please create all my thingies and inject them everywhere i annotated stuff"
[13:35:19] <badlogic> and this is usually were things break down :D
[13:35:25] <badlogic> because it's damn hard to track dependency chains
[13:35:32] <badlogic> or figure out what's going on
[13:35:46] <badlogic> you hand over a huge amount of stuff to the DI framework, and i don't like that bit of DI very much
[13:37:27] <Lecherito> How would you approach then if starting with DI?
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[13:38:02] <Lecherito> badlogic: I still find it handy
[13:38:04] <badlogic> not using it in a game, but something else. e.g. simple backend, simple Android app
[13:38:05] <Lecherito> without abusing it
[13:38:11] <badlogic> oh, not saying it's useless
[13:38:37] <badlogic> but most folks using DI are at the "i'm gonna architect the shit out of this todo list" stage of the development career
[13:38:43] <badlogic> spawning monsters
[13:38:45] <[twisti]> you can use DI in only parts of your project
[13:39:34] <badlogic> ya
[13:39:39] <badlogic> i love using DI for all my dropwizard stuff
[13:39:43] <badlogic> i just love it to death
[13:39:50] <badlogic> using it on Android/games is painimo
[13:39:51] <badlogic> *imo
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[13:40:10] <ficolas> Hello, I have an OrderedMap where the key is an enum, when I serialize it with the libgdx json serializer and then I load it, when I loop throught the ordered map keys, and I threat them like the enum they are, I get an error saying that String cannot be cast to the enum, what can I do to fix this?
[13:40:47] <ficolas> do I need to loop throught the enum keys threating them like strings, remove them and add the string "transformed" to an enum when I load it?
[13:41:04] <ficolas> or is there a cleaner way to do it
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[13:42:20] <badlogic> welcome to Java and non-reified generics :)
[13:42:36] <badlogic> the json-serialized form of your orderedmap, post it somewhere
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[13:44:41] <ficolas> http://pastebin.com/48K9pmZc
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[13:50:02] <absof25> badlogic: so how am I suposed to do DI ?
[13:52:05] <[twisti]> absof25: google "java dependency injection tutorial" and get reading
[13:52:35] <[twisti]> since you target desktop only, you can pretty much pick any DI library you want
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[13:55:00] <EvilEntity> di is cool, i like @Wire myself, but im biased. that dagger stuff is cool as well
[13:55:10] <badlogic> absof25: http://badlogicgames.com/forum/viewtopic.php?f=11&t=21085
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[14:00:13] <codi^r> "<absof25> how am I gona get acces to all my objects from every class wthout sending them" -- Inject all teh things!
[14:03:52] <EvilEntity> alternatively,if you need to access all the things from all the things, you are doing it worng
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[14:04:19] <codi^r> exactly
[14:04:48] <absof25> I know I just said that cuz its almoust like that
[14:05:11] <absof25> I need some good example of how to create good engine structure
[14:05:11] <EvilEntity> so almost wrong
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[14:08:03] <badlogic> if any of you guys wants to have a cheap shot at getting a mac mini or sphero bb8, submit a simple PR for this shizzle https://robovm.com/pull-request-contest/
[14:08:14] <badlogic> should be trivial for most folks in here
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[14:08:31] <Scellow> What's wrong with my window ? 0o http://i.imgur.com/KXUHysJ.gifv
[14:08:44] <Scellow> https://gist.github.com/Scellow/520f046e4db8a0397c13
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[14:18:22] <badlogic> only NateS can tell
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[14:25:28] <mobidevelop> That NateS
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[14:27:43] <Scellow> Great NateS where are you :3
[14:32:26] <duli> hi, I would like to know whether the spritesheet/texture atlas size matters for the performance of the game? what's the optimum size
[14:32:32] <duli> should it be to the power of two?
[14:32:52] <duli> I'have a spritesheet which is 900 x 127
[14:33:04] <duli> one row with 9 sprites, is that ok?
[14:33:05] <Scellow> power of two duli
[14:33:32] <duli> packed in spritesheet
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[14:33:48] <duli> any advice is appreciated
[14:34:00] <Scellow> people always told me to keep spritesheets bellow 2048x2048, always power of two
[14:34:29] <badlogic> make it power of 2, make it square, 1024x1024 will work fine
[14:34:39] <badlogic> put all sprites you need for a screen into the same atlas page if possible
[14:34:43] <badlogic> that's it
[14:35:07] <duli> so 900 x 127 is not ok
[14:35:10] <duli> in my case
[14:35:27] <Scellow> yeah
[14:35:47] <Scellow> make it 1024x1024 it doesnt matter if it has white space
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[14:42:44] <duli> and if it's 512 x 512
[14:42:54] <duli> that should still be ok?
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[14:45:38] <Scellow> yes
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[15:09:18] <EvilEntity_> holy snaps, finding working spine runtime for 2 year old project was fun
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[15:32:56] <ftgf2> I am trying to run robovm-sample-app on Eclipse from source, I get this when I build Gradle model:
[15:32:57] <ftgf2> * What went wrong:
[15:32:57] <ftgf2> A problem occurred configuring project ':android'.
[15:32:58] <ftgf2> > Could not resolve all dependencies for configuration ':android:_debugCompile'.
[15:32:58] <ftgf2> > Could not find any matches for com.android.support:appcompat-v7:23+ as no versions of com.android.support:appcompat-v7 are available.
[15:33:13] <ftgf2> (this is while importing project to Eclipse)
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[15:36:09] <mobidevelop> ftgf2: install the support repository in your Android sdk
[15:39:35] <ftgf2> mobidevelop: thanks
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[15:44:13] <duli> @Scellow I've made my spritesheet 384 x 384
[15:44:21] <duli> is that ok?
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[15:49:34] <deniska> non PoT
[15:50:16] <[twisti]> do you still need PoT with ES2+ ?
[15:50:16] <deniska> some devices have problems working with textures which dimensions are not power of two
[15:50:22] <deniska> hm dunno
[15:50:29] <deniska> maybe it's just a superstition nowadays =)
[15:50:36] <EvilEntity_> it will probably work, it will be 512x512 in mem
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[15:52:33] <duli> hm
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[15:57:04] <duli> @EvilEntity_ you think that it's ok?
[15:57:36] <EvilEntity_> just make it pot whats the problem
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[15:58:01] <EvilEntity_> i hope you are not packing this by hand...
[16:01:11] <duli> well..the problem is that I've got 9 images (each 256 x 256) and I use gimp to pack them in a spritesheet..If I pack them 4 by row to get 1024
[16:01:31] <duli> I should get rid of the 9th image but I need it
[16:01:50] <duli> I simply don't know how to pack them so that I get 1024 x 1024 or 512 x 512
[16:02:10] <EvilEntity_> use texture packer with stip alpha
[16:02:21] <EvilEntity_> and stop thinking so hard about this
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[16:03:01] <duli> which texture packer
[16:03:02] <duli> https://www.codeandweb.com/texturepacker?
[16:03:19] <[twisti]> the one in libgdx-tools
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[16:03:31] <EvilEntity_> https://github.com/libgdx/libgdx/wiki/Texture-packer
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[16:09:36] <ftgf2> mobidevelop: I was able to import robovm-store-app, but I am not able to run it on Android
[16:10:02] <ftgf2> I right click the android module and select Run As but there is no "android application" like I normally see in my libgdx games
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[16:23:03] <duli> EvilEntity_ I've run the libgdx texturepacker
[16:23:12] <duli> and it produced a sheet of 1024 x 256
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[16:23:41] <EvilEntity_> sounds good
[16:24:04] <duli> ok so that should be fine
[16:24:08] <duli> ?
[16:24:13] <EvilEntity_> yes
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[16:29:46] <Scellow> duli: power of two table http://www.tsm-resources.com/alists/pow2.html
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[17:21:03] <absof25> how do I make collision with floor that isnt representable with a box
[17:21:15] <absof25> its more like sand dunes :D
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[17:21:20] <absof25> how does one do this
[17:21:43] <absof25> is there a way just to recognize if 2 models are touching and if they are seperate them from the amount of being one over another
[17:21:48] <absof25> or something smpler
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[18:56:16] <point> Hi, I appreciate any advice. I have a stage with a group of actors which create a checkerboard. The size of the board is bigger than the screen, that's why you can move the camera. The problem is, only the actors, visible when the app is started, receive touch events.
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[19:16:53] <noone__> point: do you use two different cameras?
[19:17:06] <noone__> sounds like you use one to draw and another to process touch events
[19:17:26] <noone__> just show some code :D
[19:17:41] <point> Hi noone__
[19:18:55] <point> I'm using one cam and a stage with a viewport.
[19:19:55] <cackling_ladies> noone__, what happened to the zeroes?
[19:19:56] <point> I've read about the unproject methode which helps me to get the right coordinates after the cam has been moved.
[19:20:15] <cackling_ladies> it's like someone punched out your extra eyes!
[19:20:25] <noone__> use the viewport to unproject
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[19:21:00] <point> really? -.-
[19:21:14] <point> ok, I will give it a try
[19:21:28] <point> brb
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[20:40:01] <point> Hey n0_0ne, sorry, but I couldn't give it a try immediately. I checked my code now and the result of unproject() and screenToStageCoordinates() is the same but I think the problem is caused by my implementation.
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[20:43:40] <point> After receiving the event and converting the coordinates, I call stage.touchDown(convertedCoordinates...). This is, because I use a custom gestureListener class. Maybe this is causing the problem.
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[20:55:40] <n0_0ne> point: we can't help without code
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[21:06:31] <point> Damn, I feel sick.
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[21:07:01] <point> What would you like to see?
[21:08:23] <point> Btw. it's working now, but I do not have to transform the coordinates and now I'm really confused.
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[21:23:22] <EvilEntity_> damn, 35h on f4, need to chill a bit
[21:23:25] <EvilEntity_> tomorrow
[21:23:28] <EvilEntity_> or sometime
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[22:27:33] <FrottyZ> Kotcrab
[22:28:02] <FrottyZ> can I decrease the size of the border from the visImageButton?
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[22:35:14] <abs25> i love libgdx
[22:35:15] <abs25> i love it
[22:35:17] <abs25> love
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[22:45:57] <Kotcrab> FrottyZ: it's already 1px there's nothing to decrease
[22:46:05] <Kotcrab> you can turn it off tho
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[23:03:18] <c0ke> Evening chaps. I've just finished getting my map transitioning code working properly so you can go up and down stairs, walk between maps and such… the only thing is… I've had this stupid idea to show a nice zelda style room transition when you switch maps and I'm not sure the best way to approach it. Everything is written to handle rendering a single map at a time and all of it's entities so i can't just tell it to render
[23:03:26] <c0ke> Does that sound feasible? :P
[23:06:34] <codi^r> you could render the last frame of the old map to a texture, then use this texture for some overlay effect while starting to render the new map
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[23:14:28] <c0ke> I've not done anything like this, does that involve using a framebuffer thingy?
[23:14:40] <Adnn> I'm getting an exception saying that I'm adding an already registered entity, but just four lines before I'm clearly making a new one .-. http://pastebin.com/CNKGNTNH (line 116). Any wild guesses ?
[23:15:19] <c0ke> You are adding the entity to the engine inside your for loop ;)
[23:15:28] <c0ke> Meaning if there's more than one component you are adding it more than once
[23:15:37] <Adnn> True ! Haha, f*ck me
[23:16:41] <codi^r> c0ke: yes, render to a framebuffer, then use this fb as texture later on
[23:17:13] <codi^r> what kind of transition effect is that actually?
[23:17:17] <c0ke> mmkay cheers codi^r
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[23:18:04] <c0ke> Well at the moment you walk off the edge of one map and appear on the edge of the next, I want the old map to scroll off with the new map scrolling on at it's edge in the direction you walk if that makes sense
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[23:20:00] <c0ke> I've had a bit of a mare with all this (gone refactor crazy) as it's a client and server situation and everything needs to be as atomic as possible, and phones suck so the map might take 5 seconds to load and all that nonsense :P
[23:20:28] <c0ke> But all that's sorted, just thought it would be really cool to have transitions
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[23:21:23] <codi^r> I would aim for being able to render both maps simultaneously, but ofc that depends on your limitations
[23:21:40] <codi^r> if there's enough memory etc
[23:22:05] <c0ke> That was my initial thought but I am already being pretty heavy handed with peoples phones I think this might out of memory them :P
[23:22:38] <codi^r> the problem with the fb idea is that this won't be animated as the old scene scrolls away
[23:23:08] <c0ke> Yeah I'm not worried about that, it will be a fast transition and I won't render any NPCs or anything to it so it'll be obvious it's a courtesy transition
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[23:25:51] <c0ke> Early start tomorrow and work is heavy so I don't think I'm in the right mindset for ripping my stuff apart but thanks for the point in the right direction, I think I'll move my camera position code into a 'System' tomorrow and spend a few hours playing around, see what I can achieve. Thanks codi^r :)
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[23:51:43] <Adnn> So I want the client1 to know about client2's player position using a light (like a beacon), but when the light has to be loaded, I get an exception such as there is a null pointer exception here: http://pastebin.com/KRgA940U (line 87). What hints can I take ?
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[23:52:28] <Adnn> That's the positional light class from box2dlights
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[23:57:36] <EvilEntity_> set breakpoint and find out
[23:58:00] <EvilEntity_> most likely the mesh is null, did you create the light with constuctor?
[23:59:06] <Adnn> Sure. It seems that it's happening randomly though, probably because of things sometimes loading before others, I don't know. Ashley is kinda hard to debug.
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   November 15, 2015  
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