[00:00:07] <Kotcrab> But yes, you will also find them in json file.
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[00:02:55] <Kotcrab> Going to sleep now so I'll answer tomorrow if you have any more questions.
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[00:14:17] <FrottyZad> Kotcrab: ok thx
[00:14:36] <FrottyZad> Kotcrab: how to display calidabletextfield error
[00:14:36] <FrottyZad> :/
[00:15:00] <intrigus> What do you want to do FrottyZad ?
[00:16:12] <FrottyZad> display the error
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[04:40:38] <elauzel> having a problem with adding Images to my scroll panel, they're much wider than they should be, despite calling setSize() before adding them...
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[05:59:36] <mduSenthil> basic question: how to run html5 project in android studio
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[06:41:16] <mduSenthil> Getting exception when trying to run HTML5 project
[06:41:38] <mduSenthil> Saying "No source code is available for type java.util.Hashtable<K,V>"
[06:41:52] <mduSenthil> somebody please tell me what went wrong
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[07:52:32] <barodapride> hello
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[08:37:53] <andrew> hello. When i called Gdx.files.external("my.csv") , is it will make new File each time?
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[09:55:48] <ASneakyFox> andrew, it depends on what you do with the it after. Gdx.files.external() just gives you a "file handle" its up to you to decide to create/edit/read files using it
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[11:42:25] <Mezzenstein> hey
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[13:24:39] <jigidust> I have a serious problem with eclipse, the desktop run window hogs up loads of ram and laggs all around. Nothing changed with the code, it just started doing this for no reason whatsoever. Already messed with this for 4 hours but i don't know whats wrong! Any tips?
[13:25:22] <jigidust> Changed back to previous stable project versions, all have this problem with eclipse run window suddenly.
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[14:15:13] <Bernzel> jigidust Intellij
[14:15:33] <jigidust> I know right, but i can't i'm way too deep into ending this project.
[14:16:55] <Bernzel> I see. Well I know nothing about eclipse except it's poor performance. Someone else in here will have to help you.
[14:17:47] <Bernzel> Though, when I ran eclipse in the beginning I experienced these things as well, and restarting everything usually worked.
[14:18:25] <jigidust> I restarted 1000x times both eclipse and the computer, it doesn't make any sense!
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[14:24:19] <codi^r> try to run w/o IDE at all
[14:24:37] <codi^r> gradlew desktop:run from command line
[14:24:46] <codi^r> to see if its the tools, or your code
[14:25:48] <jigidust> Alright will do, thanks for the help!
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[15:40:52] <elauzel> you can also see how much memory the application is actually taking up
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[15:42:40] <elauzel> (float) Gdx.app.getJavaHeap() / 1048576
[15:42:47] <elauzel> that will give you megabytes of heap as a float
[15:46:49] <elauzel> anyone have experience with making Textures/Images a specific size? I can't seem to get this to work in my ScrollPane
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[15:52:12] <elauzel> perhaps I should be using a TextureRegion instead of a Texture when constructing my Image...
[15:56:04] <codi^r> yes you should :)
[15:56:12] <codi^r> I remember struggling with scaling myself
[15:57:42] <elauzel> yeah I just set the scaling to none, which fixed the issue of it stretching rather than being its original size
[15:58:10] <elauzel> now I just gotta figure out why there's tons of empty space to the left and right of it now
[15:58:27] <codi^r> I basically wrap TextureRegionDrawable, and on construction, do that setMinWidth(getMinWidth()*scale)
[15:58:54] <elauzel> ah I'm not familiar with TextureRegionDrawable
[15:58:57] <codi^r> its used to 2x scale sprites for UI buttons
[15:59:00] <elauzel> I just used a plain old texture region and added to the Image
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[16:00:13] <codi^r> new Image(TextureRegion region) doesnt any different than just wrapping that region into a region drawable
[16:00:29] <elauzel> hmm
[16:00:45] <codi^r> all my other tries to scale buttons / images failed, so I've just been ok with finding a solution that worked ;)
[16:00:47] <elauzel> I should probably investigate the differences between Image and TextureRegionDrawable then, to see which is better in what situations
[16:02:20] <elauzel> I'll probably make an ImageUtils class
[16:02:44] <mio_tz14> Guys, is there a way to rotate a whole particle effect, not just emission angle?
[16:03:28] <codi^r> dont let the name "Image" mislead you. thats a widget, a UI element. it owns/uses a Drawable to paint itself
[16:03:50] <codi^r> and a drawable can be a texture, a texture region, a sprite, or anything
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[16:10:30] <mio_tz14> Actually, I've found already that an effect can be rotated when I apply rotation to a camera of a stage which contains that effect, but how to deal with it when I need a lot of rotateable particle effects?
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[16:18:35] <elauzel> hm, so then I should probably investigate when/why to make an Image from a Texture/TextureRegion/TextureRegionDrawable then, if the end goal is just to have an image
[16:20:39] <EvilEntity_> mio_tz14, dont do that...
[16:24:07] <elauzel> aaaah Images start centered
[16:24:11] <elauzel> that's the issue
[16:24:32] <mio_tz14> Maybe I could create a custom class that extentds Group and draws my particle effect, and then try to apply some Transform to the group.
[16:25:46] <EvilEntity_> just change the emission angle jeez
[16:28:22] <mio_tz14> emitter of my effect is not a point but a wide line, and changing emission angle actually makes my effect look completely different. So I have to rotate line-emitter too
[16:36:54] <EvilEntity_> looks like theres a lot of pain in your near future
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[16:45:44] <mio_tz14> Yeah. Adapting particle my effects for a non-rotateable condition looks like a wiser decision in this situation :)
[16:45:58] <mio_tz14> my particle effects*
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[16:52:12] <kdarknight> if i want only one instance of Sound at a time, then is it good to just use Music instead?
[16:52:27] <kdarknight> sound file is 2sec long
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[16:58:25] <Lefanto> hm, you should use sound whenever you have short sound effects
[16:59:21] <elauzel> when calling Table methods such as .row().left().expand().fill(), does the order matter?
[16:59:24] <kdarknight> But i want only one instance to play when i use sound.play()
[16:59:45] <kdarknight> instead of concurrent sounds
[17:01:51] <EvilEntity_> so keep track of it
[17:02:51] <kdarknight> How? I can get id of the sound using .play() but how to use that id?
[17:04:23] <sreich> so either write a bit of code to queue them
[17:04:31] <sreich> or to replace the previous sound
[17:05:11] <Lefanto> elauzel: afaik it doesn't (at least it hasn't affected my code), but play around with it , it's the best way to get a grip on scene2d
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[17:05:38] <kdarknight> is there a way to check if a sound is playing using id?
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[17:08:47] <elauzel> does a table start out with one row, or do you need to add your first row?
[17:11:23] <Lefanto> always start with table.row(); you really should be just testing and playing with all these options, follow the wiki and/or other guides
[17:13:35] <elauzel> yeah that's what I'm attempting
[17:14:49] <Lefanto> wow... flaming chicken
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[17:23:18] <Lefanto> is it worth it to start pooling objects in my game? (mobs spawned, spells cast, and other game elements that spawn periodically)
[17:23:21] <elauzel> my question would have been better stated as "does a Table object start with a default row, and can you call add() without first creating a row()"
[17:23:46] <elauzel> it would seem that you can
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[18:14:11] <Lefanto> I read this about object pooling in libgdx:
[18:14:21] <Lefanto> Note that the garbage collector problem is mainly an Android (Dalvik Virtual Machine) issue. For other platforms, it might actually be counter-productive, as pooling increases the number of references, which makes garbage collecting more expensive on other platforms than it would be when creating a new object each time.
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[18:16:11] <Lefanto1> when they say "platforms" are they referring to iOS as well? if so, then i should reconsider implementing pooling if i'm targeting iOS?
[18:16:56] <holy_dever> hello guys. I want to draw a line using SpriteBatch. I have my two points of the line (x1,y1) and (x2,y2) and a thickness t.
[18:17:06] <holy_dever> How do I draw it using SpriteBatch ?
[18:17:23] <holy_dever> it requires me to pass rectangular bounds
[18:17:31] <holy_dever> it is very easy with ShapeRenderer
[18:17:52] <holy_dever> any ideas?
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[18:19:40] <mobidevelop> Lefanto1: I imagine the GC on iOS has similar issues to Android
[18:22:09] <Lefanto1> movidevelop: thanks, I was concerned about that
[18:22:19] <Lefanto1> I also found in forum that libaaz posted this: (Also for performance I would strongly recommend you pool your objects, particularly if you intend on porting to iOS in the future)
[18:22:58] <Lefanto1> I still have to learn a lot about GC and when to perform it, but i'll get started on implementing object pooling for most of my objects.
[18:23:04] <Lefanto1> :)
[18:23:17] <sreich> "when to perform it"
[18:23:18] <sreich> uhhh
[18:23:53] <Lefanto1> i read this: "As a general rule you shouldn't perform garbage collection during update. It creates headaches. you should do it before or after the logic update (depending on the task or when render is performed)."
[18:23:58] <Lefanto1> that's why i say 'when'
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[18:25:27] <mobidevelop> You don't perform garbage collection
[18:25:41] <mobidevelop> The system does it when it decides to do it
[18:27:13] <mobidevelop> You can hint that you would like it to with System.gc() but it is just a hint, it doesn't mean it will.
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[18:28:12] <Lefanto1> oh then i guess he meant accomodating your logic to the gc. I'll keep reading about gc and object pooling.
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[18:57:04] <EvilEntity> sreich, achetypes are used as templates for entities, nothing magic about them
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[19:04:00] <sreich> EvilEntity: happen to know what int entity id i could safely use to indicate null? e.g. 0, or -1?
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[19:11:43] <tom992> hi , i using blender for modeling 3d models for my libgdx game but i want pass more data about my model into libgdx for example joint location and objects where its attached
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[19:24:02] <barodapride> hello
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[19:27:49] <kdarknight__> finally had to wrote my own logic for single instance sounds, btw a limit of concurrent sound instances in Sound class for libgdx can really help
[19:28:02] <kdarknight__> in future
[19:28:17] <kdarknight__> barodapride, hello
[19:28:28] <kdarknight__> shoot your question
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[19:29:12] <FrottyZad> Hotcrab how about adding some indicator in the edge of a window if it's resizeable
[19:29:16] <FrottyZad> Kotcrab
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[19:29:40] <mobidevelop> Should go with Hotcrab
[19:30:06] <sreich> hahaha hotcrab
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[19:33:38] <Tomski> barodapride: sure, drop down positions at set intervals, build a mesh around those points
[19:34:24] <Tomski> Its the same principle
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[19:46:15] <Pizazzle> Hello everyone :)
[19:46:35] <Ashiren> ohai
[19:46:43] <Pizazzle> How are you?
[19:55:37] <Ashiren> im fine. its caturday after all
[19:56:19] <Pizazzle> Lol
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[20:13:34] <Pizazzle> I'm assuming you all get this question asked a lot and i'm sorry for asking it again but does anyone have any book reccomendations for libgdx?
[20:13:49] <EvilEntity> yeah, dont
[20:14:10] <kdarknight__> book sucks
[20:14:52] <kdarknight__> just sit around googling libgdx, and one day you will be EvilEntity
[20:15:59] <Pizazzle> Umm, alright. I thought someone would have possibly encountered a good book/article etc. that can be helpful for some beginners. I'm pretty book oriented.
[20:16:23] <EvilEntity> the thing with books is, they are outdated the day they come out
[20:16:37] <Pizazzle> That's fair
[20:16:48] <EvilEntity> and then you come to the forum, and cry that this snipped from 2 year old book doesnt work with latest gdx
[20:17:03] <EvilEntity> and then some idiot, like me, has to fix it for you
[20:17:13] <EvilEntity> so dont, ty
[20:17:25] <Pizazzle> Lol, I can definitely see where you're coming from.
[20:17:32] <kdarknight__> outdated mostly because libgdx is evolving, books are fine for softwares like unity
[20:17:34] <Tomski> EvilEntity: you dont 'have' to
[20:17:38] <EvilEntity> rea games from strach, its pretty decent
[20:17:52] <kdarknight__> Or unreal engine
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[20:17:58] <Tomski> Some books are good at teaching the concepts, just dont expect the code samples to work
[20:18:07] <EvilEntity> but i must, or the evil twin will sacrifice me on the altar to 7 gods
[20:18:22] <Pizazzle> Tomski: That's what i'm really looking for
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[20:19:09] <EvilEntity> or go to the forum and use that fancy search thing, or go to random of 600 pages, probably a book question there
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[20:21:14] <Pizazzle> Alright, I appreciate the help. I'll check out the GamesFromScratch site in a bit. Thanks :)
[20:21:45] <kdarknight__> that site is mostly equivalent to libgdx wiki I guess
[20:22:24] <Tomski> Wiki is the best source for everything
[20:22:25] <kdarknight__> instead watch dermatfan videos
[20:22:57] <EvilEntity> wiki isnt so great when you dont know where to start
[20:23:17] <Pizazzle> I've used LibGDX before, i'm just looking to learn the language.
[20:23:21] <Pizazzle> APi*
[20:23:30] <Pizazzle> Sorry, i'm pretty tired.
[20:24:41] <Pizazzle> And when I mean learn the API, I mean just learning some more advanced topics that can boost efficiency, allowing me to not reinvent the wheel on too many things.
[20:25:20] <kdarknight__> I doubt there are tutorials for advanced libgdx
[20:25:33] <kdarknight__> only basics to Kickstart
[20:26:36] <Pizazzle> I see, alright.
[20:26:44] <Pizazzle> Thanks for the help once again. I appreciate it.
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[20:29:09] <barodapride> Thank you for the link Tomski
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[20:57:40] <wulax> How do I generate the gdx-bullet swig files? Is there a gradle task for it or some other way?
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[20:58:20] <wulax> Or rather how do I generate the .java files from the swig .i files?
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[20:59:49] <wulax> the argument 'btVector3 normals' is supposed to be an array
[21:00:24] <wulax> of length equal to the argument "int count"
[21:01:29] <Xoppa_> wulax, i always run: ant.bat -f ./jni/swig/build.xml -v > swig.build.log
[21:01:37] <wulax> cool, thanks!
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[21:16:07] <Blasphemy_Fiend> anyone have any opinions on if it is bad practice to be handing a camera and sprite batch around to different classes?
[21:16:38] <Blasphemy_Fiend> e.g. I have a class that handles user input for “looking around the map”. I pass the game’s cam and spritebatch to it so it can update the view
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[21:17:32] <kdarknight__> I do it all the time
[21:17:41] <kdarknight__> I may be a bad boy
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[21:31:29] <EvilEntity> ASneakyFox, the style is doing that
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[21:35:02] <ASneakyFox> EvilEntity, i dont think so, im using the default style, and i dont see anything anywhere about changing the padding or anything
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[21:42:22] <ggspringer> Hey all ... just starting with libGdx, coming from a C# background, thinking about giving Kotlin a try with Libgdx, any compelling reasons not to or gotchas I should be worried about? Or particular reasons to just stick with Java so I don't waste my time? :)
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[21:45:14] <Tomski> ggspringer you'll lose support of the web backend
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[21:45:51] <ggspringer> Ah right, no HTML5 target, guess I need to consider that
[21:46:01] <Tomski> You can still target the web
[21:46:05] <Tomski> You just cant use the current backend
[21:46:16] <Tomski> you can have a look at the TeaVM project
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[22:01:37] <Kotcrab> FrottyZad: you mean something like cursor change when moved to window edge?
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[22:08:26] <EvilEntity> ASneakyFox, thats why pros use visui
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[22:09:09] <EvilEntity> the 3 lines in the corner
[22:11:12] <FrottyZad> ok evilentity
[22:11:12] <FrottyZad> ;D
[22:11:16] <FrottyZad> gj
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[22:11:49] <Kotcrab> hmm i guess that can be done with changed background
[22:12:53] <EvilEntity> should be fairly simple
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[22:15:35] <Kotcrab> but cursors are hard, it's impossible to get native cursor look. I was thinking about adding hand cursor to link label on hover but I don't know how.
[22:15:57] <Kotcrab> i could use png cursors but meh, I want native look
[22:17:25] <intrigus> Gwt supports native cursor :D
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[22:29:26] <mobidevelop> 2nd
[22:29:28] <intrigus> 2
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[22:30:41] <EvilEntity> grey one
[22:31:32] <EvilEntity> or at least a bit more desatureated
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[22:33:29] <Ashiren> or a bit less saturated
[22:36:27] <Kotcrab> i don't like how it adds additional space on bottom and right but it can't be done other way with nine patch
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[22:41:12] <EvilEntity> why not? padding on the right, patch on the right
[22:41:14] <EvilEntity> should work
[22:41:19] <EvilEntity> eh left
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[22:42:58] <FrottyZad> Ashiren: looks decent
[22:43:11] <FrottyZad> are you doing the cursor change as well?
[22:43:37] <Ashiren> huh
[22:43:56] <EvilEntity> eh i dont remember whats the default padding when its no specified, is it same as patch?
[22:44:10] <Ashiren> i didnt do nothing
[22:44:22] <FrottyZad> Kotcrab: s.o.
[22:44:25] <FrottyZad> sry ashiren
[22:44:31] <FrottyZad> missclick
[22:45:17] <intrigus> FrottyZad you can only change the cursor to a custom cursor, not a native cursor.
[22:45:18] <Xoppa_> EvilEntity, its the size of the patch edges in pixels (eeew), which are those drawable#leftwidth/rightwidth and such
[22:45:41] <FrottyZad> intrigus: so?
[22:45:55] <EvilEntity> so the entire thing, sounds reasonable
[22:46:53] <FrottyZad> how intriguing
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[22:48:18] <intrigus> We have to wait for LWJGL3 FrottyZad. It will support native cursors. We could use a custom cursor, but it won't look as good as a native cursor.
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[22:49:14] <FrottyZad> intrigus: how long would you esitmate the duration of this wait
[22:51:18] <intrigus> 2-3 months ^^
[22:51:24] <intrigus> Probably longer
[22:51:43] <FrottyZad> why don't you activl support the process?
[22:52:45] <intrigus> I currently have no time
[22:52:54] <intrigus> to work on such a big project
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[22:54:08] <mobidevelop> O.o
[22:54:10] <mobidevelop> o.O
[22:54:33] <FrottyZad> ji mobi
[22:54:42] <FrottyZad> hej
[22:54:51] <Kotcrab> EvilEntity: oh yea, gotta check it
[22:55:02] <Kotcrab> FrottyZad: nope, no cursors without native ones
[22:55:17] <FrottyZad> Kotcrab: what are you a racist
[22:55:22] <intrigus> mobidevelop I hate your "O.o" I never know what it means :(
[22:56:41] <mobidevelop> o.o
[22:57:02] <intrigus> :(
[22:57:06] <Ashiren> o.O
[22:57:17]
[23:01:10] <Epoch`_> O_o
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[23:23:32] <Xpe> lwjgl3 is already done actually, but its experimental and I didnt updated to lwjgl3b yet
[23:25:14] <intrigus> I know, but you also need a new backend :)
[23:26:04] <Tomski> He made one
[23:27:03] <intrigus> Link?
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[23:28:42] <Xpe> its not hard to create a lwjgl3 backend, most of lwjgl2 is the same thing
[23:34:19] <Xoppa_> nice!
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[23:35:37] <intrigus> GLFW has a nice bug, that creates a mouse-position event every second on my pc...
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[23:52:47] <ficolas> Im having trouble serializing an ObjectMap<String, ObjectSet<Object>> to json, it seems to crash because of a stack overflow when the ObjectSet is empty, can I not serialize empty object sets?
[23:53:45] <EvilEntity> im sure theres a stacktrace somewhere to point you in the right direction...
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[23:54:51] <ficolas> well... the stacktrace points me to that object map
[23:57:22] <EvilEntity> so try to serialize empty set alon and see if that work or not
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