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[15:38:12] <Bernzel> So these guys just went past my window with IS symbols on their jackets. Feeling safe.
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[15:40:58] <mobidevelop> O.o
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[18:15:56] <bazola> has anyone thought about making a flight simulator with libGDX?
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[18:22:49] <dnyy> hey, so i have a (i think) really dumb question but i can't figure it out from googling (not sure what to even google). have never used 3d before so decided to give it a go. i got models rendering and all that. my question is, no idea how to place stuff within the world because nothing has a size? like w/ sprites, you could just say "this (32x32) sprite goes 32px to the right of this one." i'm not sure what the equivalent is for 3d, sinc
[18:23:16] <dnyy> reason for this is i'm generating a 2d array dungeon style thing, and trying to place things as a grid basically
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[18:39:08] <wulax> dnyy: everything still has a size in 3d. you can find out the size of a model by calculating its bounding box.
[18:39:27] <wulax> modelInstance.calculateBoundingBox(boundingBox);
[18:40:07] <wulax> then e.g. boundingBox.getWidth(), height, depth, etc
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[18:52:54] <Xoppa> bananas can be 3d
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[19:08:25] <dnyy> wulax: so i can just use that to place things next to each other i guess? idk why i couldn't find that googling
[19:08:37] <dnyy> i was having a hard time wording search phrase maybe
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[19:10:15] <wulax> yep
[19:14:52] <dnyy> i think what i meant by not have a size is it depends on camera. so i can't depend on, like, it having a static pixel size to use when drawing the map.
[19:15:00] <dnyy> but thanks a ton, been confused on this for like a day lol
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[19:24:44] <dnyy> which i guess is 1 unit, but i'm not sure how you define how big a unit is? like the models i made in blender are based on unit being a meter, but that doesn't really mean anything?
[19:25:00] <Xoppa> use your imagination
[19:25:16] <wulax> one unit is three bananas
[19:25:16] <Xoppa> in most cases one unit is one meter, but it can be whatever you like
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[19:25:53] <dnyy> right, but then how does setTranslation(1, 0, 0) work so that the models aren't overlapping? like mine just overlap
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[19:26:08] <Xoppa> that depends on how big your models are
[19:26:12] <symatix> has anyone tried using box2d without scaling the stuff?
[19:26:20] <symatix> I just hate all scaling..
[19:26:24] <symatix> it makes things complicated
[19:26:31] <Xoppa> symatix, blog.xoppa.com/pixels
[19:26:38] <Xoppa> never ever scale anything
[19:26:48] <Xoppa> and never ever use the word ¨pixels¨
[19:26:58] <dnyy> i get that units are just a thing to keep consistent between models, i just don't get how to translate that to libgdx. so you're just doing 1 unit is like the width of a model, but it might be the my models are like 1000 libgdx units or something?
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[19:27:24] <Xoppa> if your model is 1000 in size then scale it down
[19:27:34] <Xoppa> units should be around 1 to 10
[19:27:48] <dnyy> well idk how many units it is 'cause that word seems vague and doesn't seem to mean anything lol
[19:28:05] <Xoppa> sure it does, it means whatever you want it to mean
[19:28:18] <Xoppa> if you are in blender and creating your model, then how do you define its size?
[19:28:24] <wulax> just make sure they are smaller than Float.MAX_VALUE
[19:28:42] <dnyy> in blender everything is based on meters, i think, and so i have a cube that's just 1 it's a meter width/height/etc
[19:28:47] <dnyy> but that is not the same as 1 in libgdx it seems
[19:29:06] <Xoppa> then you have exported as centimeter (which is often the default)
[19:29:09] <dnyy> cause when i do what you did it's just a ton of cubes like 1px to the right of each other
[19:29:19] <Xoppa> just scale it down, if you dont know how to fix that
[19:30:07] <symatix> okay thanks I'll check that.
[19:30:18] <Xoppa> hmmm... it sounds like you might be using .obj files dnyy
[19:30:21] <Xoppa> dont do that
[19:30:32] <dnyy> i exported to fbx, then converted to g3db
[19:30:37] <dnyy> i'll see if maybe i exported wrong tho?
[19:30:44] <dnyy> i didn't check, never used blender until i tried this lol
[19:31:18] <Xoppa> im sure you can define it somewhere, but if you cant, then just scale it to whatever size you like
[19:31:33] <wulax> in Blender, if you scale a model in "object mode" you should apply the scale with ctrl+A before exporting
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[19:42:48] * sreich begins the process of updating from 1.5.2
[19:42:56] <sreich> love me some nice shiny updates :)
[19:43:56] <sreich> i do however wish there was a nice spot to see all the updates, their notes, etc
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[19:44:08] <sreich> even if the blog had like a tag..for #update, or something
[19:44:51] <Xoppa> sreich, check the CHANGES file in the root of the repo
[19:46:01] <sreich> yeah, but doesn't give the nice developer commentary :)
[19:46:15] <sreich> also, there's one of these that specifically tells me to change something..changelog doesn't say that, i don't believe
[19:47:27] <Xoppa> all api changes as marked as, well, api change
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[19:53:36] <sreich> 'core contributors'
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[19:59:00] <sreich> Xoppa: actually no, changelog doesn't say the special changes to your gradle you have to make for ios
[19:59:04] <sreich> though at least, that doesn't apply to me
[19:59:40] <Xoppa> thats correct it only shows api changes
[19:59:51] <Xoppa> *whether the api is changed
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[20:11:51] <sreich> hhhmm crap, scene2d.utils.ALign, symbol not found...
[20:12:38] <Xoppa> which link is borked sreich?
[20:12:45] <sreich> Xoppa: core contributors one
[20:13:40] <Xoppa> ow, lets see if i can fix that
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[20:15:21] <sreich> nvm, fixed scene2d issue
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[20:33:32] <sreich> has anyone tried to do fancy things with the tooltip in scene2d?
[20:33:50] <sreich> outside of the basic "this button does ..."
[20:33:53] <bazola> ive done mousover tooltip stuff but i did it manually
[20:34:20] <sreich> see i thought about that..and actualyl started to, but in the time i was away, it was added to scene2d :D
[20:34:40] <sreich> i don't think it had any tooltip functionality before that
[20:35:11] <bazola> i think it took about 20 lines of code
[20:35:55] <sreich> yea
[20:36:08] <bazola> using hoverlistener to enable and disable the hover table
[20:36:33] <bazola> while its open, the table is positioned at the location of the mouse cursor
[20:36:51] <sreich> i was a bit weary on using scene2d for in-game ui things...i'm not exactly sure where to draw the line
[20:37:29] <bazola> i like the simplicity of it
[20:37:41] <sreich> i guess for things like..say, in-game damage per second indicators (the kind that jump out and fade away), that is one case where it is prolly better to do that by hand
[20:37:57] <sreich> as i wouldn't expect it to allow complex transformations kinda thing
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[20:39:20] <bazola> it is still possible to move things around when they are part of a table, but you do have to convert coordinates and crazy stuff like that
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[20:49:49] <bazola> thats awesome
[20:50:20] <sreich> very nice
[20:50:22] <sreich> got source?
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[20:55:40] <intrigus> Yeah
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[20:56:43] <intrigus> iMac <3
[20:58:19] <EvilEntity> it will end up in box2dlights eventaully
[20:58:49] <sreich> kewl
[21:01:40] <sreich> eeeehhh how doeds one upgrade gradle?
[21:01:49] <sreich> like..is this something you specify in your build.gradle file?
[21:02:28] <sreich> ./gradlew --version says 2.2
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[21:09:12] <EvilEntity> ofc noone cares to help
[21:09:26] <EvilEntity> replace your current one with latest
[21:10:21] <sreich> not sure what that means
[21:10:29] <sreich> my build.gradle has no mention of a version
[21:10:34] <sreich> (for itself)
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[21:24:37] <EvilEntity> sreich: download latest version from gradle.org and replace tour current one, be it in wrapper or global
[21:25:03] <sreich> oh, interesting..i didn't realize i had to do that at all. i figured it'd have a neat way of updating..itself
[21:25:54] <EvilEntity> if you have it installed and you are on non windows you can do that with your package manager
[21:26:22] <EvilEntity> BeautiCode: your code is not beati, fix it and maybe someone will care to take a look
[21:26:27] <intrigus> BeautiCode I'd suggest that you rewrite everything. If you don't want that, I'd suggest that you remove your camera, because ScreenViewport creates it's own camera, you don't have to supply one.
[21:26:53] <sreich> oooh okay, it's from the system..
[21:27:05] <sreich> i thought it was something i had to do to my repo
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[21:27:36] <BeautiCode> Alright, thanks @EvilEntity & intrigus
[21:27:44] * sreich realizes he..didn't even have it installed
[21:27:55] <sreich> maybe intellij had a default, very old one bundled ig uess
[21:27:56]
<EvilEntity> BeautiCode: make http://sscce.org/ perhaps it will clear things up for you
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[21:28:34] <EvilEntity> do you have gradle folder in your repo? if so, its in there
[21:28:53] <sreich> yes
[21:29:18] <BeautiCode> Interesting site
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[21:29:24] <sreich> crap..is gradle/ even supposed to be in the scm?
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[21:31:24] <TEttinger> .gitignore should be generated by the setup tool
[21:32:17] <sreich> ah, indeed..the gradle/ and .jar is supposed to be there
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[21:34:33] <sreich> yeah, was referring to gradle/, not .gradle/
[21:35:18] <TEttinger> ah ok
[21:35:39] <TEttinger> i wasn't sure if you were saying "supposed to be there" as "supposed to be in .gitignore"
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[22:14:13] <Bernzel> Can I start/end my spritebatch twice in render?
[22:14:33] <sreich> yes
[22:14:36] <sreich> as many times as you want
[22:14:54] <sreich> and actually..in some cases, you'd want to
[22:14:59] <Bernzel> lovely. Thanks
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[22:18:29] <TEttinger> starting and ending spritebatch is a bit expensive for performance (I think just ending maybe, not sure).
[22:19:39] <TEttinger> there are cases where an effect relies on multiple spritebatches or multiple "passes", and it's totally fine if the look needs it
[22:19:50] <sreich> sure, expensive compared to one batch
[22:20:11] <sreich> but even still, eg gpus can handle thousands of texture switches, depending on your target
[22:20:16] <sreich> or...only a few ;)
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[22:22:41] <sreich> i guess you could consider ending a spritebatch as expensive..because it synchronously calls to the driver more heavily..
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[22:26:18] <ASneakyFox> yeh but theres nothing wrong with having multiple batches in a frame, just if you can do it without multiple sprite batches then that would be more peformant
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[22:26:41] <ASneakyFox> which i guess is sort of what you just said ^.^
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[23:51:20] <FrottyZad> Kotcrab is there the possibility to have a "folder-view" inside a viswindow? Basically the folder selection part of the filechooser, but I want to set a fixed folder to be displayed.
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[23:56:48] <FrottyZad> Kotcrab and how do i access the existing icons
[23:58:27] <Kotcrab> FrottyZad: no, it's not. You have to make your own. For icons you can just you do VisUI.getSkin().getDrawable("icon-name")
[23:58:45] <FrottyZad> the names are in json?
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[23:59:41] <Kotcrab> They are the names of png files inside assets-raw (I'm on phone, can't link)