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[00:40:10] <ASneakyFox> hunter2
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[00:48:22] <Aksui> Hey I'm back
[00:48:47] <Aksui> Quick question, I tried using texturepacker and it said if it wasnt recognized it to add it to the build.gradle file.
[00:49:21] <Aksui> So I went to the build.gradle file and added the compile line to the desktop dependency and it downloaded the correct jars but TexturePacker still isnt being resolved?
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[00:51:07] <Xoppa> or you want to run it from code?
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[00:52:28] <Aksui> I guess I'll use the tool thanks
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[00:52:36] <duli> hi
[00:52:49] <duli> I am profiling my game using the libgdx profiler
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[00:53:23] <duli> and I've discovered that by calling profiler.drawCalls() in my render method there are about 21 up to 25 calls which I make
[00:53:27] <duli> is that a lot?
[00:53:34] <duli> and if yes how can I reduce the amount?
[00:54:11] <Xoppa> yes
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[00:54:34] <Xoppa> draw less. hard to say without seeing code how you can do that
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[00:55:40] <duli> well, I've got loads of actors in my stage
[00:55:45] <duli> draw less is easy to say
[00:56:28] <duli> each actor has its own class with a draw method and I call addActor on my stage to add all actors I've got
[00:56:38] <Aksui> the runnable-texturepacker.jar wont do anything when I run it lol
[00:56:52] <duli> drawCalls() does that count the draw method of each actors?
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[00:57:48] <Xoppa> sounds like you´re using scene2d for game play
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[00:57:57] <Xoppa> Aksui, what did you expect from running that?
[00:58:12] <Aksui> a gui to pop up lmao
[00:58:23] <Mezzenstein> nice try ;)
[00:58:24] <Xoppa> o.O why would you think that?
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[00:59:13] <Aksui> ah a command line tool
[00:59:47] <duli> yes, I am using scene2d with box2d
[01:00:04] <Xoppa> why?
[01:00:54] <duli> well, first of all during my stage render I've got at least 5 active buttons for scene2d such as pause, mute and weapons
[01:01:38] <duli> every more complicated actor with box2d body, velocity etc. I've defined in their own class which extends actor
[01:01:43] <duli> and I still add it to the stage
[01:01:47] <duli> etc.
[01:01:53] <Mezzenstein> Aksui if you really don't want to use it theres still a probably outdated gui version.
[01:02:07] <duli> what's the problem of using scene2d??#
[01:02:51] <Aksui> nah its fine
[01:02:57] <Aksui> for some reason I had it in my head that it was a gui tool
[01:02:58] <Xoppa> duli, dont do that, use scene2d for your hud but not for game graphics and box2d
[01:03:21] <duli> why not?
[01:03:37] <duli> I don't get it, if I have to render buttons during my game play I must use scene2d
[01:03:48] <Xoppa> because there are no pros and only cons when you use scene2d for game graphics
[01:04:07] <Xoppa> sure, use scene2d for your buttons (hud), but not for game play
[01:04:41] <duli> well how to render pause, music, weapon buttons?
[01:04:47] <duli> in my game play then?
[01:04:51] <duli> if not scene2d?
[01:05:11] <Mezzenstein> ehm he means use scene2d stages and a SpriteBatch, right?
[01:06:02] <Xoppa> duli, use scene2d for your hud, but not for your game play
[01:06:14] <Xoppa> music buttons are hud so scene2d, buttons are not gameplay
[01:06:18] <Xoppa> not sure what you mean?
[01:07:15] <Xoppa> Mezzenstein, you can use the same spritebatch for game play and stage
[01:07:43] <duli> I do use the same spritebatch, the stage's spritebatch
[01:07:51] <duli> and add each actor to the same stage
[01:08:24] <Xoppa> how many actors does your stage have in total?
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[01:09:49] <duli> 23
[01:10:13] <duli> probably, that's why I am getting 21 till 25 draw calls?
[01:10:14] <Xoppa> are that 23 buttons?
[01:10:18] <duli> nope
[01:10:25] <duli> 5 of them are though
[01:10:34] <Xoppa> what is the rest of them?
[01:12:46] <duli> two meshes, one map, the rest are various actors with box2d bodies which implement some logic and should be separated such as birds, eggs etc.
[01:12:55] <duli> each of them extends an Actor which I add to the stage
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[01:13:41] <Xoppa> ok, here goes: keep the 5 button actors on scene2d and remove all those other actors from the stage. For those others, dont make them extend Actor or something like that, just render them without scene2d
[01:14:39] <Xoppa> btw, you should never have a Mesh in your actor whatsoever
[01:16:07] <duli> well, I need to separate them in different classes
[01:16:13] <duli> I can't just render them
[01:16:25] <Xoppa> o.O
[01:16:49] <duli> I thought it's ok if all of them extend Actor and just add them to the stage
[01:16:59] <duli> what's the issue with that?
[01:17:35] <duli> as regards to my mesh, when it has to render I call getStage.getBatch.end ----code---getStage.getBatch.begin
[01:17:50] <Xoppa> o.O
[01:17:58] <Xoppa> why?
[01:18:13] <duli> otherwise it doesn't work
[01:18:29] <Xoppa> well, that would be a good indication your are taking the wrong approach
[01:19:01] <Xoppa> how many image files (textures) do you have in your assets?
[01:19:08] <duli> as far as I know in order to draw the mesh you one need to end the batch and then start it again
[01:19:24] <duli> since my mesh extends Actor too
[01:19:29] <duli> so it's still part of the stage
[01:19:33] <Xoppa> duli, where did you read that?
[01:22:29] <duli> the mesh rendering should be outside the spritebatch rendering
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[01:24:02] <duli> and since my mesh class extends Actor because later on I need to add it to the stage I need to end the batch, render the mesh code and begin the batch again
[01:24:58] <Xoppa> I´m sorry to say duli, but it looks like you have taken an approach which doesn´t fit your use-case. Perhaps you can link to the source where you´ve read that this is a good approach. Let me explain:
[01:25:24] <Xoppa> it is very unlikely that you need a Mesh altogether, but if you do, it certainly should not be part of your stage
[01:26:19] <Xoppa> you are mixing hud (things that stay on the screen, like buttons and such) with game graphics
[01:26:56] <Xoppa> you are using stage for game graphics with box2d physics
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[01:27:19] <duli> well, you've got just a single stage, how can you not mix both when you need em?
[01:27:40] <Xoppa> I am not saying that it isnt possible to hack this together and make it work, but I´m afraid that it is not the correct approach and that my advise is to reconsider your approach
[01:28:03] <Xoppa> duli, as i´ve said multiple times now, dont use scene2d for game graphics
[01:28:49] <duli> ok
[01:29:07] <duli> I see what you mean
[01:29:29] <duli> I've basically mixed everything (box2d, scene2d etc) into the stage
[01:30:03] <Xoppa> scene2d == stage and actor and button etc.
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[01:30:33] <duli> how to wire the box2d stuff in it then?
[01:30:47] <Xoppa> in what?
[01:31:06] <Xoppa> box2d is game play, it has nothing to do with scene2d, stage, actor or anything
[01:32:43] <duli> I agree
[01:33:15] <duli> but if you have complex game requiring some buttons and in the same time you want some box2d objects flying around
[01:33:29] <duli> how do you combine them in a single screen?
[01:33:53] <duli> for the scene2d you need a stage so you must include everything else in there, isn't it?
[01:33:53] <Xoppa> first render game play and then render hud, assuming you want to have the hud on top of the game play
[01:34:31] <Xoppa> duli, no, not sure why you´d think that
[01:38:04] <duli> I somehow find it easier and appropriate to have a single stage
[01:38:31] <duli> and separate everything else being buttons, images or box2d bodies, whatever in single classes which extend the Actor
[01:38:45] <duli> and finally wire all of them by adding them to the single stage
[01:39:37] <duli> it's very hard to have game graphics separate from hud when you need to combine/mix them
[01:39:47] <duli> and somehow feels wrong
[01:40:19] <Xoppa> sounds like a plan
[01:40:47] <duli> but thank you, you've helped me quite a lot
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[01:41:04] <duli> by the way the issue from the other day about the vsync stuff
[01:41:31] <duli> it seems like when showing interstetial ads there's some memory leak or something similar
[01:41:45] <duli> since I removed the ads there's no frame drop
[01:42:24] <Xoppa> so the issue is in your ad showing code?
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[01:44:25] <duli> well, If I show the ads too often
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[01:45:14] <duli> the frames drop since the render loop in my main activity can't recover so quickly from the activity change
[01:45:39] <duli> that's just a guess
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[01:46:00] <duli> I don't really know yet but I need to find out but since I removed the ads showing in game play there's no frame drop
[01:46:03] <Xoppa> never guess, always verify
[01:46:45] <intrigus> *never assume, always verify
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[01:46:52] <Xoppa> ^
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[01:50:34] <mobidevelop> Always guess and assume, then verify.
[01:51:21] <intrigus> Never do what mobi says :)
[01:52:10] <mobidevelop> How can you verify things you haven't guessed and assumed? That's shenanigans.
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[02:03:28] <firefly2442> in reading the above comments and questions, would the answer be different if box2d was not being used? if it was just graphics items being moved and managed through code and not physics
[02:06:58] <Xoppa> not likely
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[02:10:45] <firefly2442> interesting, I feel like I had the same misconception as duli noted about the usage of Scene2D
[02:12:06] <firefly2442> so would Ashley be a better system for managing graphics, player objects, and so on and then leaving the HUD and GUI elements to Scene2D?
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[02:12:54] <Xoppa> whats wrong with just rendering sprites?
[02:14:04] <firefly2442> I guess nothing, I must be overthinking this too much, best to look at some more examples
[02:14:16] <firefly2442> thanks
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[02:19:22] <ASneakyFox> upside down screen axis strikes again arrrrgh. took me two days to figure out what was wrong with this... had to do screenHeight-positon to fix the coordinates
[02:23:32] <ASneakyFox> the issue is that stage uses Y up, but the input listeners use Y down. i have no say in the matter
[02:24:31] <Xoppa> dont use input coordinates in game logic ASneakyFox, doing screenHeight - position will not fix that, it will merely make it more difficult to find the issue
[02:24:41] <Xoppa> instead use cam.unproject or viewport.unproject
[02:25:31] <Xoppa> btw, stage already does that for you, so you should not have to care about that in InputListeners
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[02:27:06] <ASneakyFox> the stuff im doing doesnt have built in controls for. For instance Im making a selection box thing for an RTS. i get the coordinates of the box from dragMouse()
[02:27:34] <ASneakyFox> I'm thinking about writing like a wrapper listneer that just automatically flips the coordinates for me
[02:28:18] <Xoppa> please dont do that, try to understand the actual problem instead
[02:28:41] <Xoppa> it will save you a lot of time later on
[02:34:46] <ASneakyFox> i dont even get how the stage does its coordiantes, world.stage.getCamera().project(...) is still Y down, even though when you put stuff on the stage its yUp
[02:35:50] <Xoppa> i have to go, but make sure to read my comment again, i didnt say ¨project¨
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[02:42:57] <mobidevelop> Project nothing
[02:48:48] <ASneakyFox> err i guess unproject would be the correct way, but regardless its not what i want because im trying to compare mouse coordinates with a 3d camera
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[02:49:11] <Aksui> Hey fellas
[02:49:18] <ASneakyFox> hey
[02:49:32] <Aksui> I have a polygon and I am doing polygon.rotate(45F) but then when I use shapeRend to render the polygon it isnt rotated
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[02:49:39] <Aksui> any ideas?
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[02:51:29] <ASneakyFox> unfortunately, never used shape renderer so i cant help you
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[03:08:12] <Aksui> anyone have a idea?
[03:08:15] <Aksui> to my problemo?
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[03:54:03] <ASneakyFox> quite a risky link you got there :D
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[03:58:38] <elauzel> hey guys, is the Pool collection suitable for use as a ThreadPool or should I make my own Impl of that?
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[04:02:27] <elauzel> like a thread pool executor
[04:08:11] <mobidevelop> Why not use a thread pool executor?
[04:18:03] <elauzel> I was wondering if libgdx's Pool collection had some sort of advantage of that, which is what I normally use
[04:18:19] <elauzel> *advantage over
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[04:21:43] <elauzel> I'm thinking a minimum pool size of 1 (so the application would be using a total of 3, then) and a maximum of Runtime.getRuntime().availableProcessors() (logical + virtual) - opinions?
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[04:33:00] <Mezzenstein> risky? ASneakyFox, cuz of bitly?
[04:33:35] <elauzel> I don't understand that last part, but do elaborate.
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[04:47:13] <mobidevelop> The libgdx Pool will get you nothing except a pool. It doesn't really do much...
[04:48:21] <elauzel> kk
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[04:48:30] <ASneakyFox> the libgdx pool is just an array to store unused objects, and has some convenience methods, theres nothing special about it
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[07:56:26] <ASneakyFox> does anyone know if you use strictfp as a class modifier. if it works recursively down. Like if i have a class that is strictfp, and inside it I have a Vector2- will math operations inside of that Vector2 be strictfp if called from my strictfp class?
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[07:57:43] <n0_0ne> ASneakyFox: I don't think so
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[08:09:47] <ASneakyFox> i think im done with floats for tonight, gonna work on something else. Had no idea they werent deterministic across computers. kinds of messes up my multiplayer game
[08:10:42] <ASneakyFox> i think i might just do like a "sync up" message every once in a while sort of thing to correct health values. Making floating stuff determinisitic seems to be not easy, and not easy to test if you've done it right
[08:13:55] <TEttinger> ASneakyFox: oh man... floats are weird. 64-bit and 32-bit floating point math I know are handled differently, not sure if that's a processor thing or a float/double thing across architectures
[08:15:13] <TEttinger> you can fairly easily simulate a degree of precision with just ints
[08:15:31] <TEttinger> doesn't work so well with trig or sqrt or anything
[08:20:01] <ASneakyFox> im considering something like that too. like making a psuedo float class thats really ints, i would have to code a lot of math functions though
[08:21:48] <ASneakyFox> i wonder why when they came up with floats as a thing, they didnt just decide that they should be the same every where
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[08:22:27] <ASneakyFox> actuallyi guess its so different platforms can have different percisions, but still- what a headache
[08:23:36] <TEttinger> not sure what problem you're having though, I just got here
[08:23:43] <TEttinger> maybe a fuzzy equals is all you need
[08:24:39] <ASneakyFox> im making an RTS game, so i need both computers to do all the game mechanic calculations the same
[08:26:13] <TEttinger> ... no, you need an authoritative server
[08:27:26] <ASneakyFox> its a total war style RTS, 5,000 units and such, the only way i can network it is by only sending commands
[08:27:46] <TEttinger> either you expose all enemy movement over the net so both computers can validate it, or you expose only what can be seen by the current player over the net
[08:27:55] <TEttinger> the first lets a hacked client see everything
[08:28:09] <TEttinger> the second lets a hacked client do anything when not visible
[08:29:15] <ASneakyFox> im not sure if that can be prevented, even starcraft has that problem with hackers seeing units all over the map that they shouldnt etc
[08:29:50] <ASneakyFox> for an FPS i know you can easily prevent it by like you said dont send player info to players that dont need it
[08:31:04] <TEttinger> MMO games handle this stuff with one server that is supposed to know everything at all times (sharded, etc.)
[08:31:26] <TEttinger> players aren't trusted with game logic
[08:33:40] <ASneakyFox> i think MMOs do like a mix, like they trust player clients to do game mechanics, but the server just verifies that what the player is doing is reasonable (ie not moving faster than theyre supposed to be allowed) and then kicks them
[08:34:09] <TEttinger> the verification can be rather tricky
[08:35:31] <ASneakyFox> im just hoping ot make something that works in general thoguh, might try to work on anti-cheating on the next game. This is my first serious attempt at a real time multiplayer game
[08:35:46] <TEttinger> like for (and I realize this is a terrible example), competitive pokemon, you can spend 10 hours fully optimizing one pokemon's intrinsic values (IVs) by hatching eggs over and over, or you could hack one in that is identical to the legal max-IV pokemon
[08:37:14] <ASneakyFox> in general, i dont think cheating is truly stoppable, have you ever checked out cheat engine? its like a debugger tool that you can attach to any application and mess with memory and stuff
[08:37:38] <TEttinger> haha nice
[08:39:16] <ASneakyFox> i imagine most hackers use something similiar. Just gotta spend a little bit of time to figure out the memory address locations of varibales like health/speed/ammo/whatever and you can set them to whatever you wnat
[08:49:31] <symatix> yeap that's kind of difficult subject. I'm also thinking to trust clients calculating some liquid simulations in game. I can only imagine what some people can do when they found that out :D
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[10:43:11] <andrew_> hello. I use assetManager.load to load my TextureAtlas pngs. Most of the pngs are not used. Then i move these free pngs to a idle folder, pack used pngs to atlas agian. But javaheap not reduced. Where is the Textures buffer, in ram or in "opengl's ram"???
[10:44:20] <TEttinger> andrew_: depends on your graphics card I guess
[10:44:49] <TEttinger> discrete graphics cards have their own memory. integrated graphics share it with CPU stuff
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[10:45:47] <TEttinger> and is this at runtime that you're moving the pngs?
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[10:47:22] <andrew_> <TEttinger>: i running game on my phone.
[10:47:40] <TEttinger> then yeah, shared
[10:48:10] <TEttinger> you need to dispose the ones that aren't needed
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[10:55:28] <andrew_> i have move 20M not used pngs to another atlas, and not load the atlas when game running. But javaHeap not reduced. Maybe you are right, the textures are in graphics cards memory.
[10:57:59] <codi^r> they are stored in native heap memory
[10:59:01] <codi^r> so the Java heap size won't change very much, but the process' memory should
[11:00:06] <andrew_> the native memory are 17M , not reduced too. And original atlas pngs size are 39M ,seems can't stored in native heap
[11:00:40] <codi^r> also, did you check your atlas textures/pages? moving some pieces out may not change much if you still end up with the same amount and size of atlas pages
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[12:09:20] <Voltasalt> i'm getting some stuttering in my game, I think it's because of GC. How do I reduce it, or at least smooth it out?
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[12:11:15] <Tomski> Voltasalt: detmine wether it is GC or not first
[12:11:19] <Tomski> determine*
[12:11:25] <Voltasalt> Tomski, how would I do that?
[12:11:40] <Tomski> Profile your memory usage with any decent java profiler, VisualVM is pretty decent
[12:11:45] <Voltasalt> FPS counter is showing 60fps consistently, most of the time is spent on OpenGL.sync
[12:11:47] <Tomski> What platform are you noticing the stuttering on?
[12:11:51] <Voltasalt> Windows
[12:11:57] <Tomski> Well you need to look at memory for GC
[12:12:28] <Tomski> Are you running in windowed mode?
[12:14:00] <Voltasalt> yes
[12:14:20] <Tomski> Its most likely just lwjgl giving you the stuttering
[12:14:28] <Voltasalt> huh
[12:14:32] <Voltasalt> can that be fixed?
[12:14:35] <Tomski> It has been reported before, unless you are doing something really bad you really dont see the effects of GC on desktop
[12:14:45] <Tomski> See if the issue persists with full screen
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[12:15:36] <Tomski> You can try disabling vsync too
[12:16:20] <Tomski> But it has been reported before, hopefully lwjgl 3.x will resolve it
[12:16:44] <codi^r> Voltasalt: in visual vm, look at the gc monitor. the more steep the spikes, the more gc action
[12:16:47] <Voltasalt> yeah, you were right
[12:16:52] <Voltasalt> it's lwjgl
[12:16:55] <Voltasalt> super smooth in fullscreen
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[12:17:02] <Voltasalt> any ETA on 3.x? weeks? months? years?
[12:17:57] <Tomski> There is already a unofficial backend on the forum, but Mario has one in development that he was hoping to finish first commits this weekend
[12:18:35] <Tomski> Out of interest, whats your gpu?
[12:18:38] <Voltasalt> gtx 660
[12:19:01] <Tomski> And does disabling vsync change anything?
[12:19:07] <Voltasalt> i'll try
[12:20:07] <Voltasalt> yes, but not as much
[12:20:19] <Bernzel> Can I add actors to a table during runtime or must they be pre-set when the table is created?
[12:20:37] <Voltasalt> Bernzel, most likely you can
[12:20:37] <Tomski> Bernzel: you can
[12:22:11] <Bernzel> sweet
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[12:26:35] <Voltasalt> oh look, perfect timing Tomski
[12:26:47] <Voltasalt> now to wait for gdx...
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[12:45:26] <Bernzel> Anyone got a suggestion on a third party library that could cut/crop images like Instagram's crop function? Seem fairly unlikely I can write my own method that applies for even 30% of android versions..
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[13:56:01] <Adnn> I'm setting a TextButtonStyle using Json, but my fonts are generated using FreeTypeFontGenerator in-game. What should I do ?
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[14:09:26] <Tomski> Adnn: initialize a skin, add regions from atlas, add fonts, then load the json
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[14:10:49] <Adnn> okay
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[14:36:41] <Tomski> blender/maya
[14:47:03] <Adnn> Thanks for taking the time to demonstrate it :)
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[15:46:24] <scellow> damn i just tried a bit C++, dunno how people can like this language, 2 file per objects .h and .cpp wtf, and that ugly syntax :o
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[15:49:41] <mobidevelop> I prefer C+++
[15:51:20] <Mezzenstein> wow!
[15:53:08] <Tomski> +=C
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[16:12:35] <scellow> maybe that's because i started with Java and C# so its hard for me to get into C++
[16:14:11] <scellow> c0ke: damn i love the art style
[16:14:18] <scellow> is this a MMO ?
[16:14:30] <c0ke> Thanks buddy. Yeah, for Android
[16:15:10] <scellow> you might also want to release on desktop, see Realm of the Mad God its a success
[16:15:44] <scellow> yeah :D that's awesome
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[16:16:19] <scellow> tile based movement ?
[16:16:26] <c0ke> Yeah
[16:16:27] <scellow> i mean click to tile to move ?
[16:16:30] <scellow> oh :/
[16:16:36] <scellow> why not velocity based movement
[16:16:38] <c0ke> Well you have a d-pad
[16:16:59] <c0ke> Just didn't suit what I want to do with the game really, I want it to feel like a gameboy zelda game
[16:17:20] <scellow> Oh yes i see what you mean
[16:17:24] <scellow> yeah it could work
[16:18:56] <c0ke> Oh cool
[16:19:25] <c0ke> That's much more advanced than what I've done to my client xD
[16:20:36] <scellow> yours looks better :p
[16:21:06] <c0ke> Mine sort of shimmers if your screen is slightly the wrong size on the PC it's frustrating as hell :P
[16:21:54] <c0ke> I like what you've done with seeing the character up the top left, was drawing on top of the UI a pain in the arse or is that not a scene2d widget?
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[16:23:45] <scellow> c0ke: oops lost wifi signal :p, it's a custom scene2d widget yes :p
[16:26:25] <scellow> i dropped the whole project, since im now making my own mmo too, it'll be a 3D game similar to RotMG with perma death feature
[16:34:21] <c0ke> They look great man
[16:34:27] <scellow> How you handle your projectile collision ?
[16:35:04] <c0ke> It's not like rotmg, it's more mathsy
[16:35:25] <c0ke> Like, if you have a bow and target something, it just shoots arrows at it for you and hit, miss or w/e is maths
[16:35:31] <scellow> i can't find translation for mathsy what does that mean ? x)
[16:35:36] <scellow> im not english
[16:35:41] <c0ke> Ah sorry
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[16:35:55] <c0ke> If you have something targeted, your attacks just hit it
[16:36:04] <scellow> oh
[16:36:08] <scellow> i see
[16:37:51] <scellow> Xoppa: Xoppa_: just duplicated :p
[16:38:07] <Xoppa_> its magic
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[16:38:51] <c0ke> There can be only one
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[16:39:10] <scellow> The clone took the place of the original :o
[16:39:25] <c0ke> This is far too heavy for a saturday afternoon
[16:39:43] <c0ke> I'm going to the pub to calm down. Catch you later ;)
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[17:00:16] <eindoofus> do you guys happen to have any suggestions for a 2d platformer example that i can follow to get familiar with libgdx? they have some up on the libgdx wiki but they warn that most came from a game jam and may not follow good practices
[17:01:50] <eindoofus> it's hard differentiating what's good or not through a google search since i don't know how to recognize bad or good libgdx code
[17:02:38] <Ashiren> there is not 'good' or 'bad' code generally
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[17:49:02] <kdarknight> something that works fine for you is good enough
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[17:55:42] <Bernzel> does ".putExtra("crop", true);" apply for all android API's or versions? To interact with that tool so to speak.
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[17:58:20] <scellow> / TRIANGLE_FAN will draw the verts in this order: 0, 1, 2; 0, 2, 3 , indices gave me headache yesterday :p
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[17:58:46] <scellow> / We wont need indices if we use GL_TRIANGLE_FAN to draw our quad
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[17:59:25] <Xoppa> yay!
[18:07:41] <mobidevelop> Bernzel: not likely
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[18:10:21] <Bernzel> mobidevelop , hm.. could you suggest any other approach? I know there's some libraries that could work, but none seem very promising.
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[18:10:41] <mobidevelop> Crop it yourself
[18:10:50] <mobidevelop> It isn't hard to do
[18:11:01] <Bernzel> really? I can't even imagine where to begin..
[18:14:02] <Bernzel> Yes I read that. But if it's not very difficult to make my own method I would rather do that than to use a third party library.
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[18:17:18] <mobidevelop> Well, if you don't know where to start, start by looking at third party libraries that do what you want.
[18:17:57] <mobidevelop> You may decide it isn't worth the effort to do it yourself
[18:18:23] <mobidevelop> Then you'll have a sweet third party library to use
[18:20:42] <Bernzel> Guess so, thanks.
[18:22:04] <mobidevelop> the hardest part about cropping an image is making the ui to let the user choose the crop region
[18:22:45] <kdarknight> has anyone update to Windows 10?
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[18:24:10] <mobidevelop> kdarknight: I did when it came out
[18:24:32] <kdarknight> working fine?
[18:24:40] <mobidevelop> Sure
[18:25:13] <kdarknight> better than 8.1?
[18:25:39] <mobidevelop> It has less start screen
[18:27:12] <kdarknight> Okay. I was afraid to do so, but every time I boot my pc, it screams for update. Let's see how 10 turns out
[18:28:24] <mobidevelop> My laptop is not officially supported, I had no problems installing it myself and had no driver issues or anything like that.
[18:36:17] <Bernzel> mobidevelop, I'm fidling around with one library now. I'm being told to add something to the Layout XML , where in a libgdx project is that? :s
[18:37:15] <intrigus> Which library?
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[18:38:54] <mobidevelop> Bernzel: we don't have an XML layout by default in libgdx
[18:40:02] <intrigus> Looks interesting scellow :D
[18:41:51] <scellow> intrigus: its not the expected result :p
[18:43:07] <scellow> 2 problem, it should display 16 textured tiles of the size of the green cube, and the back of the tiles shouldn't be rendered :p
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[18:49:19] <scellow> Xoppa: that looks complex, i have no idea what's going on there :p
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[18:59:15] <Xoppa> scellow, it renders a number of rectangles that share the same vertices, but if you dont want them to share vertices (because different textureregion) then just call the rect method
[19:03:47] <scellow> Well i prefer for now to do it manually so i can clearly understand how things work, step by step
[19:06:18] <Xoppa> scellow, let me pastebin a snippet from a tutorial, one sec
[19:08:50]
<Xoppa> scellow, http://pastebin.com/0UngB1Ng this is most basic example, note that it doesnt dispose anything, so it need more work, but i use it to show how to create a very simple mesh
[19:09:06] <scellow> thanks, ill read it
[19:09:07] <absof25> Xoppa: can I somehow take dimensions of a modelinstance?
[19:09:32] <Xoppa> absof25, iirc model.calculateBounds or alike
[19:12:24] <scellow> Xoppa: what's the difference between : VertexAttributes.Usage.TextureCoordinates and VertexAttribute.TexCoords(0) ?
[19:13:16] <Xoppa> the first is a primitive value and the second is a method
[19:15:23]
<Xoppa> scellow, here is the second step, which merges all cards into one dynamic mesh, like you would with a voxel chunk: http://pastebin.com/AVhR1NZh
[19:15:37] <scellow> Xoppa: awesome thanks a lot
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[19:46:44] <fluffyblockbunny> We are trying to implement buttons, but we need a Skin. How do we use Skin?
[19:48:20] <Tomski> You don't need a skin, its just a more convenient way to define styles
[19:49:01] <fluffyblockbunny> Ok thank you
[19:49:58] <fluffyblockbunny> Why is it more convenient? What's the other way?
[19:50:41] <Tomski> You can define them programmatically
[19:52:01] <fluffyblockbunny> What do you mean by that specifically?
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[19:56:22] <eindoofus> Ashiren, there is always better and worse code. i've seen spaghetti garbage plenty of times. the only way i could imagine that not mattering is if Libgdx iteself is high-level enough that it forces people into cleanly separating stuff
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[19:56:58] <eindoofus> matering*
[19:59:01] <eindoofus> kdarknight, i have a bit of a higher standard since i'm also trying to learn good java coding while doing game development since i'd like to eventual work as a developer at my company
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[19:59:22] <eindoofus> and it's a non-gamedev company
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[20:00:38] <MadMenyo> Hi, does glClear and glClearColor just clear the screen or are they there for performance too? Since I'm drawing my background each call I do not need them for visual aspects but I'm just wondering if that would be bad.
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[20:26:54] <fluffyblockbunny> whats the best way to create a stage?
[20:31:57]
<Bernzel> mobidevelop, I found a library that seem to fit my needs. But I cannot work out how to implement his library to my project.. I'm so used to Maven repository. https://github.com/biokys/cropimage
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[21:05:44] <fluffyblockbunny> yo if im making a fighting game, what type of map should I use? I saw block bunny guy used tiled but when I think about it, it doesnt actually make sense because having several different objects is unnecessary. Am I wrong?
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[21:10:15] <Mezzenstein> A 1vs1 fight game?
[21:11:59] <fluffyblockbunny> Yes
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[21:22:11] <fluffyblockbunny> It would be sorta like street fighter
[21:22:33] <fluffyblockbunny> except with platforms like you would see in a game like brawl
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[21:23:00] <Bernzel> fluffyblockbunny, can you fight for real?
[21:23:27] <fluffyblockbunny> You wanna go?
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[21:24:11] <kdarknight> I am in
[21:24:53] <fluffyblockbunny> But, really, what's the best way to build a stage in a game like that? Would tiled be the way to go?
[21:28:29] <kdarknight> you could always create your own editor
[21:29:21] <kdarknight> Or maybe modify an open source one
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[21:55:35] <absof25> InputAdapter touchDown should respond to mouse click right?
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[21:56:35] <absof25> or not O.o
[21:56:37] <absof25> ?
[21:57:21] <fluffyblockbunny> Can you import mugen maps into Libgdx?
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[21:59:59] <gas> Hey, can anyone here spare a few minutes to help with some 3D rotation?
[22:02:43] <absof25> gas: whats up
[22:04:42] <fluffyblockbunny> hey I have two questions about cameras:
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[22:04:54] <fluffyblockbunny> if I have a 20x20 sprite and zoom the camera in, does the sprite appear bigger?
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[22:05:03] <fluffyblockbunny> Also, how do I zoom the camera in and set boundaries
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[22:07:41] <absof25> Xoppa: u here?
[22:09:09] <intrigus> camera.zoom = 20f;
[22:09:20] <intrigus> @fluffyblockbunny
[22:10:00] <gas> absof25 you there?
[22:10:54] <fluffyblockbunny> intrigus, thanks.
[22:11:46] <absof25> gas yeah
[22:12:56] <gas> I want to set the rotation origin of a model
[22:13:05] <gas> But I am unsure how to go about it
[22:13:41] <absof25> u want to rotate a model gas ?
[22:13:54] <gas> I want to change where the model rotates around
[22:14:02] <fluffyblockbunny> its not zooming
[22:14:03] <gas> I need the model to rotate around something else but its center
[22:14:07] <fluffyblockbunny> do I need to set something?
[22:15:05] <absof25> gas: oh
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[22:15:51] <intrigus> Show the code of your render() method fluffyblockbunny
[22:16:02] <absof25> not sure how gas
[22:16:14] <absof25> maybe transform?
[22:16:28] <fluffyblockbunny> Which one?
[22:16:37] <gas> there soesnt seem to be a setOrigin option for the transform
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[22:40:52] <absof25> Xoppa: ?
[22:41:16] <intrigus> What's your question absof25
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[22:44:33] <TEttinger> GET TO ZE XOPPA
[22:45:42] <absof25> I am going to bed anyway
[22:45:49] <absof25> will try to catch him tomorowz
[22:45:58] <TEttinger> you know
[22:46:05] <TEttinger> as soon as you go offline, he'll answer
[22:46:17] <TEttinger> that's how these gamees of tag work
[22:46:25] <FrottyZ> what should he answer to "code doesn't work" though
[22:46:46] <TEttinger> "your brain doesn't work"
[22:46:59] <FrottyZ> seems reasonably
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[23:07:59] <absof25> FrottyZ: I am waiting for him to explain him where it doesnt work
[23:08:08] <absof25> not gona write it randomly cuz I am bored?
[23:09:40] <FrottyZ> if you didnt solve it, surely not only the mighty xoppa can help you, if you did solve it and want him to correct it, make a ticket on the github page
[23:09:45] <FrottyZ> absof25:
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[23:20:08] <absof25> FrottyZ: too late for me, g2g sleep
[23:20:25] <absof25> not sure why it doesnt work
[23:20:33] <absof25> i just tried using his code
[23:20:34] <absof25> into mine
[23:20:36] <absof25> didint work
[23:20:39] <absof25> so I took whole code
[23:20:43] <absof25> and also it doesnt work
[23:20:50] <absof25> selecting doesnt select a model for me
[23:20:52] <FrottyZ> sounds like
[23:20:55] <FrottyZ> illuminati
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[23:27:40] <Tomski> absof25: works fine for me
[23:28:01] <intrigus> :D
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[23:32:51] <ASneakyFox> gas, I'm pretty sure the only way to rotate anything like that is just to calculate it yourself, like sin and cos
[23:34:03] <ASneakyFox> you can also do it with quaternions
[23:37:25] <absof25> Tomski: how? when I am moving mouse clicking to select, I dont ever get true
[23:39:45] <Tomski> absof25: true as in what?
[23:39:50] <Tomski> from intersectRaySphere?
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[23:57:28] <isdera> im implementing AnimationListener in my class.. but I have 2 different objects that animate. How do I tell in the onEnd(AnimationDesc animation) *which* animationController's animation has ended?