[00:00:13] <ficolas> if it is inside a collection it crashes if it is by itself it doesnt
[00:00:29] <ficolas> but let me double check
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[00:05:52] <ficolas> I must be missing something...
[00:06:32] <ficolas> if I create a new field, that is a ObjectMap<String, ObjectSet<Object>> and then add an empty ObjectSet<Object> to it, it serializes fine
[00:07:28] <ficolas> but with the one that Im using in the game, if I write "if (objectSet.size>0) objectMap.put(string, objectSet)" instead of just objectMap.put(string, objectSet) it serializes withoyt problems
[00:07:59] <ficolas> and if the object sets arent empty they also serialize fine
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[00:16:55] <ficolas> Scellow: Is it a video to the screen or something?
[00:18:43] <Scellow> ficolas: nope, i just zoomed out at max, map is just gigantic
[00:18:52] <Scellow> dunno why it create some tearing
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[00:20:33] <ficolas> what did you use to record?
[00:20:56] <Scellow> ficolas: LICEcap
[00:21:22] <ficolas> I tried using fraps to record my libgdx game and really weird problems with the image appeared
[00:21:41] <ficolas> I then switched to another program that I dont remember the name that worked fine
[00:21:43] <EvilEntity> licecap is great for quick gifs, obs for longer stuff
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[00:23:38] <ficolas> Ok, I dont know why it is crashing, it crashes when the array is not empty and the empty check doesnt fix it, I dont know why I thought it did
[00:23:47] <ficolas> object set*
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[00:24:44] <ficolas> it must be the contents of the object set what are crashing it, but I dont know why, since most of the fields are transient, and the other fields are primitive types
[00:26:16] <ficolas> I dont know where to look... I would expect that error when the object points to itself somehow but the fields are just primitive types...
[00:26:51] <intrigus> Post your stacktrace
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[00:29:11] <EvilEntity> that means thats your bs is either too big or you have circular reference somewhere
[00:29:52] <EvilEntity> circular reg is more likely
[00:29:54] <ficolas> it isnt big
[00:30:09] <ficolas> and I dont know where a circular reference can be because as I said most fields are transient, and non transient fields are primitives
[00:34:34] <EvilEntity> should be simple enough to check
[00:35:20] <ficolas> to check what?
[00:35:25] <mobidevelop> So, you are saying that the transient object sets are being serialized?
[00:35:40] <EvilEntity> comment out all the bs and check if it crashes
[00:35:40] <ficolas> uh I dont think so
[00:36:11] <EvilEntity> import com.horn.NuclearHolocaust.Items.ItemCreator;
[00:36:11] <mobidevelop> Then how would the object sets have anything to do with the error?
[00:36:16] <EvilEntity> ugh you people are the worst
[00:36:43] <mobidevelop> O.o
[00:36:45] <mobidevelop> o.O
[00:36:56] <intrigus> ô.Ô
[00:37:42] <mobidevelop> Ò.ó
[00:37:54] <intrigus> Ó,ò
[00:38:11] <EvilEntity> at any rate, marking almost everything triansient should be a hint that you are doing something wronmg
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[00:38:52] <EvilEntity> update() ... new Vector2()... ugh
[00:39:02] <EvilEntity> i need a shower
[00:39:17] <intrigus> Json doesn't care about transient afaik.
[00:39:18] <EvilEntity> oh and in a loop
[00:39:20] <EvilEntity> bath is in order
[00:39:45] <EvilEntity> theres your explanation
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[00:39:55] <EvilEntity> how unfortunate
[00:40:03] <EvilEntity> so much effort wasted
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[00:45:18] <ficolas> by removing everything from the spawner class (the one that is getting saved) it still gives that error. the only contents in the object set are spawner instances, and if I remove the object set it serializes fine
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[00:54:05] <ficolas> I do seem to be able to serialize the spawner class when its alone, but not inside an object set
[00:54:06] <mobidevelop> So, the spawner class isn't the one that is problematic, why did you show us that one?
[00:55:40] <ficolas> because its the only one im serializing
[00:55:47] <ficolas> the other ones are libgdx classes
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[00:56:11] <ficolas> and only when I comment out the object set that contains the spawners is when it starts to work
[00:56:24] <ficolas> so its like the combination with the object set with something inside
[00:56:25] <mobidevelop> You should show that code
[00:57:19] <ficolas> it also seems to serialize arrays just fine just not object sets with stuff inside
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[01:00:25] <ficolas> now I have absolutelly no clue about what is happening
[01:00:40] <sreich> what are you serializing with?
[01:00:41] <sreich> and to
[01:00:46] <sreich> like, kryo?
[01:01:06] <ficolas> libgdx json
[01:01:33] <ficolas> when I create a new object set inside the class im serializing and then addAll the contents, that serializes fine, but if instead of adding everything I try to serialize the original object set, it crashes with the stack overflow
[01:01:44] <ficolas> so there is like a problem with the object set
[01:01:48] <ficolas> that is coming from another class
[01:03:10] <sreich> is daan van yperen ever here?
[01:03:31] <mobidevelop> O.o
[01:03:43] <intrigus> ó.Ó
[01:03:50] <sreich> don't look at me like that!
[01:03:55] <mobidevelop> Ò.ó
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[01:04:14] <ficolas> are you stalking him? :o
[01:04:31] <mobidevelop> Sounds like it
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[01:05:19] <sreich> lol naw just got some code questions and such
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[01:05:40] <ficolas> what fails is the part of the ObjectMap<String, ObjectSet<MapSavedEntity>>, when the object set comes from another class
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[01:06:05] <mobidevelop> So, an ObjectMap of ObjectSet of an interface?
[01:06:44] <mobidevelop> That sounds destined to fail
[01:07:02] <sreich> kryo could probably do it, heh
[01:07:24] <mobidevelop> Probably
[01:07:58] <ficolas> however an object set of an interface also fails
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[01:08:48] <ficolas> if I change mapSavedEntitySets.put(mapName, mapSaved entities); to mapSavedEntitySets.put(mapName, new ObjectSet<MapSavedEntity>(mapSavedEntities)); it works fine
[01:08:48] <ficolas> WHY
[01:08:54] <ficolas> WHAT IS THE DIFERENCEEEE
[01:08:57] <ficolas> ok ill go to sleep
[01:08:59] <ficolas> im sick of this
[01:09:05] <Xoppa_> sounds like an enthusiastic design
[01:09:17] <sreich> yeah i can't really..
[01:09:18] <ficolas> why? D:
[01:09:35] <ficolas> my code sucks? I know :c
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[01:09:53] <ficolas> this is not even the most intrincated part of the game
[01:10:29] <Xoppa_> why not separate concerns?
[01:10:35] <ficolas> what are the bad parts about it?
[01:11:21] <ficolas> what do you mean? not thinking about the weird problem with the serialization and the problem with my shitty code at the same time?
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[01:12:15] <Xoppa_> no, about not making the thing you serialise so complicated and aware of things that shouldnt be serialised
[01:13:04] <ficolas> so I should make a class for what im going to use in the game and a class for what im going to serialize?
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[01:13:23] <Xoppa_> and a class for what you are going to render
[01:13:24] <ficolas> and I dont know how to make the thing I serialise less complicated
[01:13:36] <Xoppa_> and a class for what you are going to transfer over network
[01:13:37] <Xoppa_> etc.
[01:13:50] <ficolas> I need an object map of object sets of interfaces
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[01:13:59] <ficolas> because there are different maps that have more than one entity each
[01:14:13] <Xoppa_> need?
[01:14:25] <ficolas> yes... I think so at least how am I going to save it then
[01:14:37] <EvilEntity> sounds like pain in the ass
[01:14:43] <ficolas> should I save each map independently in a different file?
[01:15:39] <sreich> anyone actually use kotlin for games?
[01:15:41] <Xoppa_> you need an object map of object sets of interfaces because there are different maps that have more than one entity each?
[01:15:45] <ficolas> I dont know... I have never learned anything about how stuff should be structured its my first game and im just doing it how I think it is easy
[01:15:48] <Xoppa_> that doesnt sound like a valid reason
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[01:16:11] <ficolas> well I can have a file containing an object set of interfaces to save each map
[01:16:15] <ficolas> or... I dont know what else
[01:16:33] <Xoppa_> perhaps show how you think the json file should look like
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[01:19:53] <ggspringer> @sreich Im just starting out with libgdx but Im giving Kotlin a shot..
[01:20:51] <ficolas> and with more maps
[01:20:53] <ficolas> not just one
[01:21:12] <ficolas> anyways the json file is not something that anybody should look into unless there is a problem with the code
[01:21:22] <ficolas> only the game itself should read the json
[01:21:43] <ficolas> and if there is a problem with the code i would just simplify the json to be 1 map with 1 entity or something like that
[01:21:45] <Xoppa> you are making classes that should be serialised to json, so you should care
[01:21:59] <ficolas> I dont see any problem in having a complex game save file
[01:22:28] <Xoppa> for starters, json doesnt support maps
[01:22:53] <ficolas> what do you mean?
[01:23:42] <Xoppa> also it doesnt support sets
[01:23:53] <Xoppa> so why would you care about using a map of sets?
[01:24:05] <Xoppa> in your class that will be serialised to json
[01:24:36] <ficolas> ah
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[01:25:21] <ficolas> I guess ill make a different file for each map and then use arrays instead of sets?
[01:25:21] <ficolas> or how should I structure it?
[01:25:26] <EvilEntity> make a data class with all that garbage and json that
[01:25:28] <ficolas> I dont know I find it ok like that but ill like to learn if there is a better way
[01:25:41] <ficolas> I have a "gameState" class
[01:25:52] <ficolas> that contains everything that needs to be saved
[01:26:02] <ficolas> and that is the class that gets serializerd
[01:26:09] <EvilEntity> besides all the maps and sets and other crap
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[01:27:33] <barodapride> is there a really a difference between a set / map and a json object?
[01:28:20] <Xoppa> json only supports array and object (object is a Map<String, Object> if you like)
[01:28:47] <Xoppa> just like plain java btw
[01:29:04] <Xoppa> anything else is created on top on that
[01:29:21] <ficolas> EvilEntity: and the maps and sets should be inside that class with everything else or appart?
[01:30:14] <barodapride> Xoppa, you do a lot of 3d work - do you have any 3d games released?
[01:30:34] <Xoppa> a map of sets would be an array of object with a key object and value array
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[01:30:38] <Xoppa> barodapride, no
[01:31:07] <barodapride> What motivates you to put so much work into the 3d API then?
[01:31:59] <sreich> probably just likes the technology, as do many
[01:32:05] <EvilEntity> you can save whatever garbage you want, just dont expect it to just work, write serializer/deserializer for it
[01:32:07] <sreich> some people like writing engines...
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[01:33:28] <ficolas> I think im going to use jackson and turn everything in a more manual way even thought its more work, I think its better for backwards compativility... I think
[01:33:30] <sreich> personally i think i like the journey more than anything. e.g. writing neat technologies and apis under the hood...unit testing thing, making a nice api that works reasonably well
[01:34:06] <Xoppa> barodapride, i created a 2d game once (search google play on my name) using andengine and found it terrible, so i came to libgdx and found it nice to be flexible, but 3d support was a bit lacking, so i decided to explore to possibilities and contributed them along the way
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[01:35:04] <Epoch`_> libgdx would be amazing with better 3D support. The basics are there, but it needs a bit more support.
[01:35:06] <barodapride> I'd like to get better at making clean API's as well. I'm terrible at it.
[01:35:16] <Epoch`_> I love libGDX's 2D though.
[01:35:38] <sreich> i also really enjoy playing with all kinds of technologies..it is why i had a run in with raw opengl..it was quite fun
[01:35:42] <sreich> or, it can be
[01:35:47] <sreich> it can also be a bitch, of course
[01:36:13] <sreich> it is nice to know how things run under the hood though, to some extent
[01:36:20] <barodapride> That's too low level for me
[01:36:46] <sreich> it's not that bad once you get started
[01:37:05] <sreich> that said i only did things with 2d...i probably wouldn't be able to do 3d
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[01:37:35] <sreich> simple texture blitting is easier :)
[01:38:09] <barodapride> It would be nice to know how to do some more of that stuff
[01:41:42] <barodapride> I'm going to try and make a simplified mario-maker type of game. Wondering how hard it will be...
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[03:25:55] <Phaseout> It's too many frames for a sprite sheet
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[03:46:59] <Tomski> Phaseout: probably just reder a sprite over the top with a good blend mode
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[04:01:56] <Phaseout> Tomski so you mean just do the little light effect in libgdx over a sprite of just the button?
[04:06:08] <Tomski> Phaseout: just some highlight sprite, overlay it over teh button in the path that you want
[04:06:32] <Phaseout> Ah yeah that would work
[04:06:35] <Phaseout> thanks
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[05:56:23] <Delmadan> anyone know if that touch polling issue on iOS has been fixed in nightlies?
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[07:00:42] <gentlemandroid> I can't figure this out
[07:00:53] <gentlemandroid> All my ModelInstances render on top of each other
[07:00:59] <gentlemandroid> Halp plz
[07:01:34] <ASneakyFox> thats generally normal if they all have the same translation
[07:03:13] <gentlemandroid> Damn my pseudocode
[07:03:30] <gentlemandroid> Basically whatever I do to xform is being ignored
[07:04:32] <ASneakyFox> in that loop youre giving every model instance the same location
[07:05:12] <gentlemandroid> No, I'm translating it by offset, which is translated to the right every loop
[07:05:28] <gentlemandroid> (I wasn't in the first paste)
[07:05:42] <ASneakyFox> i see in your second link
[07:06:40] <ASneakyFox> you should try using modelInstance.transform.set() after you create the model instance instead, the convenience methods on the matrix class dont do quite what you think they do, they tend to counteract eachother
[07:07:17] <ASneakyFox> just store your own translation/rotation/scale variables. then right before rendering the model instance call modelInstance.transform.set(...) and copy in your values
[07:07:24] <gentlemandroid> I did that too, still no go
[07:07:44] <gentlemandroid> It's static geometry, It doesn't actually need to move, but I do need to place it
[07:07:52] <ASneakyFox> your problem must be somewhere else then, i have no problem with model instances
[07:08:30] <gentlemandroid> I normally don't either, but this is the first time I've tried building them from specific nodes in a Model
[07:08:52] <gentlemandroid> I can't figure out what the problem is, that constructor assigns the transform and calls calculateTransforms
[07:10:18] <ASneakyFox> if the matrix class has any method call on it at all, it undoes any previous translation/rotation/scale. thats why you have to do it right before rendering it with the model batch
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[07:36:37] <gentlemandroid> omg finally
[07:36:52] <gentlemandroid> Hair all pulled out. Solution in sight
[07:37:07] <gentlemandroid> Entity Component Systems, how to hide functionality away from yourself
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[07:44:17] <gentlemandroid> Anyway, I wasn't properly moving the physics meshes in the first place and when I went to render it was snapping everything to the phys mesh location
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[08:03:39] <maximtwo> yo gentlemandroid, what're you working on these days man?
[08:03:58] <gentlemandroid> Small game
[08:04:11] <gentlemandroid> But isn't that how they all start out?
[08:04:11] <maximtwo> like deer?
[08:04:20] <gentlemandroid> No but there will be bears
[08:04:33] <gentlemandroid> The forest kind
[08:04:39] <maximtwo> is it based in san fran?
[08:04:41] <maximtwo> damn
[08:04:43] <maximtwo> beat me to it
[08:04:49] <maximtwo> i spelled SF wrong and had to correct myself
[08:07:19] <gentlemandroid> Precious joke seconds wasted
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[08:14:09] <gentlemandroid> Whatcha been up to?
[08:19:46] <maximtwo> gentlemandroid, just working mostly, playing around with some terrain generation stuff in my spare time
[08:20:27] <TEttinger> I had a nice bear, forest kind, for thanksgiving dinner
[08:20:59] <TEttinger> tender as you could get
[08:21:21] <TEttinger> similar taste to beef brisket, probably because made with beer, onions, and mushrooms
[08:21:31] <TEttinger> beerbraisedbear
[08:22:35] <maximtwo> oh you were actually serious about that?
[08:24:37] <gentlemandroid> People eat bear?
[08:24:50] <gentlemandroid> I thought carnivores don't taste good?
[08:34:58] <barodapride> I can't think of many carnivores we eat but people seem to like shark fins
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[08:42:34] <gentlemandroid> I thought people ate shark fins just to be giant dickheads
[08:43:01] <gentlemandroid> Gaaaah, now my ground refuses to impede my player capsule
[08:43:07] <gentlemandroid> Stop falling you!
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[08:49:54] <TEttinger> gentlemandroid: black bears, while in the family carnivora, are primarily herbivores and scavengers
[08:50:05] <TEttinger> similar to raccoons. they like trash
[08:50:37] <Ashiren> metal
[08:50:38] <TEttinger> cats I imagine taste fine but have awful texture, due to active lifestyle and all-meat diet
[08:50:50] <Ashiren> :F
[08:50:52] <TEttinger> bear sleep a lot
[08:50:59] <TEttinger> BEAR SLEEP HALF YEAR
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[08:54:27] <Ashiren> good for him
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[09:13:45] <gentlemandroid> My god it's working
[09:16:20] <Ashiren> :s
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[09:34:42] <LiquidNitrogen> wowh thats sweet
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[09:36:16] <gentlemandroid> It's not much yet but I have the whole workflow from blender to game nearly worked out
[09:36:40] <gentlemandroid> Soon I should just be able to poop out models that work magically
[09:38:10] <gentlemandroid> Because Blender is magic!
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[09:46:09] <[twisti]> blender++
[09:46:13] <[twisti]> that thing is just too awesome
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[09:53:18] <LiquidNitrogen> i never got past day 1 in learning blender :<
[09:54:06] <LiquidNitrogen> its slightly more involved than making halflife maps
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[09:56:28] <[twisti]> i just watched yt vids for a week or so while trying to follow along on a second screen
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[09:56:51] <[twisti]> i never got terribly good at it, but decent enough to make game assets id say
[09:57:04] <[twisti]> certainly made better looking assets than i did with inkscape
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[10:01:55] <gentlemandroid> Yea yt videos all the way
[10:02:05] <gentlemandroid> So much stuff to learn on there
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[12:41:07] <dnorth> Hi, I was wondering if anybody know wether BitmapFontCache#setPosition in each render loop undermines the point of using BitmapFontCache?
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[13:48:33] <vices> hello
[13:48:48] <vices> collision detection!
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[14:08:47] <vices> anyone have experience with collision detection for larger animated sprites? Either pixel perfect or multiple bounding boxes?
[14:10:57] <vices> I'd like to have some 2d fight game mechanics going on with large sprites similar to persona 4
[14:13:12] <Ashiren> box2d?
[14:14:53] <vices> yeah for the main character body physics, but how would it be implemented for various limbs and weapons animating out in various angles from the body?
[14:15:38] <Ashiren> that would probably require some joint things. but im no expert
[14:16:13] <vices> joints seem like overkill, none of the limbs require any separate physics applied to them
[14:17:32] <vices> i was thinking pixel perfect collision.. with 2 textures overlayed.. one would be a green/red color fill to indicate hit zone or hurt zone, and the image the player sees is overlayed on top
[14:21:10] <vices> but rendering 2 times seems silly..
[14:21:50] <vices> i'm having trouble with getting the texture from a texture region for a pixmap to get the pixel to test for transparency.. any takers?
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[14:36:09]
<vices> http://pastebin.com/iN9LggQV <-- is checking each frame of the animation the right way to do pixel perfect collision? if so, how can I grab that texture?
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[14:46:49] <dnorth> vices pixel perfect collision detection for 2d is cucumbersome
[14:48:14] <vices> hm.. i was hoping that limiting the calculation area to the small overlap region would keep it fast..
[14:48:17] <vices> don't think so?
[14:49:47] <dnorth> I don't think speed is too much of an issue really
[14:51:00] <dnorth> it's just implementation that might be tricky
[14:51:53] <dnorth> you should create a (bit)array for each texture that needs collision detection, that contains information for each pixel (if it's transparant 0, else 1)
[14:52:48] <dnorth> but you cant do this for textures, so you need to do image asset -> pixmap, and from the pixmap create the array and the texture.
[14:54:04] <vices> ahh so (bit)array is the getPixels method?
[14:54:33] <dnorth> sec, i don't know too much abouit this
[14:54:37] <EvilEntity> vices, unless your pixels are huge nobody will notice
[14:54:47] <dnorth> just refererencing something i read once
[14:54:51] <EvilEntity> make a bunch of fixtures or chain shape and be done with it
[14:54:55] <dnorth> i also mean bytearray, not bitarray :P
[14:55:00] <vices> EvilEntity what's a chain shape?
[14:55:44] <EvilEntity> a shape
[14:55:46] <EvilEntity> thats a chain
[14:56:21] <vices> EvilEntity the issue with fixtures is that each animation would need anywhere from 3 to 30 fixtures, right?
[14:56:31] <vices> assuming the animation is dynamic
[14:56:39] <EvilEntity> so move them
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[14:57:20] <vices> is there some example i can look at for moving fixtures to follow an animation?
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[14:59:36] <vices> ahh I saw some of your posts on related forums ^^
[14:59:41] <vices> nice to meet you, downloading now~
[15:00:07] <vices> the source isn't open for this game right?
[15:00:20] <EvilEntity> read the description
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[15:00:57] <vices> gotcha ^^
[15:01:11] <vices> the difference between moving bodies and moving fixtures is minute right?
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[15:01:54] <vices> ahh you used spine for this? i was hoping to avoid that paid framework
[15:02:14] <EvilEntity> i dont thing you can move a fixutre
[15:02:57] <desertpunk12> hey how do i do drag style movement?
[15:02:58] <dnorth> if i were you, i'd just slap some rectangles on the chars, animate them accordingly, and use them for collision detection.
[15:04:35] <vices> dnorth hm.. you mean have multiple bounding boxes per animation?
[15:05:27] <dnorth> yes, and just change their position/rotation/size
[15:06:03] <vices> EvilEntity it's a fun game
[15:06:13] <vices> dnorth is there an example code i can see for that? ^^
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[15:07:54] <dnorth> don't know, havn't done it before..
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[15:08:51] <dnorth> You could even use Rectangle so you can render the hitboxes with ShapeBatch for easy debugging.
[15:10:40] <vices> dnorth i'm not sure which class and method to use, i'd need to use the b2box editor to make the boxes match the animation frames in a somewhat faster fashion right?
[15:12:27] <dnorth> i have no clue about how to use box2d :P
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[15:14:01] <vices> yeah i couldn't find any examples of that code..
[15:14:20] <vices> EvilEntity: did you use spine for the animation and bounding boxes?
[15:15:53] <EvilEntity> spine for animation bounding boxes just follow each region
[15:16:41] <vices> how do they follow the region? as in getspriteregion?
[15:17:23] <EvilEntity> check where each part is, set position
[15:17:32] <EvilEntity> you can get positions from spine
[15:18:01] <vices> but if i'm doing my animations traditionally with a sprite sheet?
[15:18:57] <dnorth> you should create hit-/hurt-boxes manually pr. frame of your spritesheet
[15:20:54]
<dnorth> you could use something like http://excitemike.com/Hitboxer, and then create a parser in libGDX for the xml files it output, that translate it into boundingboxes7rectangles
[15:21:34] <vices> woo nice
[15:21:35] <vices> thanks
[15:21:56] <vices> and then just create and destroy hitboxes as the animation plays?
[15:22:50] <dnorth> Yes
[15:23:32] <dnorth> probably create of pool for them
[15:23:42] <vices> a pool?
[15:24:13] <dnorth> looks a little complicated, but it's fairly simple really
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[15:24:44] <vices> ahh okay
[15:27:54] <vices> so to recap
[15:28:21] <vices> ahh right, so
[15:28:31] <vices> the collision listener itself
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[15:29:06] <vices> if it's not being done in box2d, what's a good way to do avoid parsing everything?
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[15:35:26] <wulax> Scellow: try decreasing camera.far
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[15:37:26] <Scellow> wulax: far changed nothing, but changing near fixed the issue, i had near set to 0.1f it's now at 1f
[15:37:28] <Scellow> thanks
[15:37:34] <wulax> cool
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[15:48:39] <FrottyZ> Kotcrab: Fields validated by FormValidator cannot have validators not added using FormValidator methods. Are you adding validators to field manually?
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[15:50:08] <FrottyZ> ah
[15:50:13] <FrottyZ> now i understand
[15:50:27] <FrottyZ> "cannot not have"
[15:50:53] <FrottyZ> should probably be disabled, not displayed
[15:53:42] <Kotcrab> FrottyZ: yeah ;p
[15:54:43] <Kotcrab> if you need to add some custom validator you can use ValidatorWrapper
[15:56:31] <FrottyZ> Kotcrab: i used validatorwrapper
[15:56:43] <FrottyZ> buit it doesnmt work
[15:57:10] <FrottyZ> when i add a validatorwrapper to the vtextvield, and then and to add .notEmpty via the formValidator it throws error
[15:57:29] <FrottyZ> also, how to set relativeTo with fileNotExists
[15:57:35] <FrottyZ> or do i ened to use custom?
[15:58:45] <Kotcrab> this exception is only thrown if you have any validator that isn't instance of FromInputValidator
[15:59:08] <Kotcrab> but generally when using FromInputValidator you shouldn't add validators manually
[15:59:25] <Kotcrab> there is formValidator#custom for that
[16:00:15] <FrottyZ> where does .fileExists check normally?
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[16:00:35] <Kotcrab> read it's javadoc
[16:01:13] <FrottyZ> Validates if relative path entered in text field points to an non existing file.
[16:01:17] <FrottyZ> relative to what?
[16:01:46] <Kotcrab> depends on what method you use: either VisTextField, File or FileHandle
[16:02:03] <Kotcrab> also read FileExistsValidator javadoc
[16:02:25] <FrottyZ> kinda useless when it requires the suffix
[16:03:08] <Kotcrab> what?
[16:04:11] <FrottyZ> It only works when the text entered in the textfield contains the file-ending
[16:04:28] <FrottyZ> someLevel.xlv works
[16:04:40] <FrottyZ> or rather shows the error
[16:04:47] <FrottyZ> I want just "someLevel" to show the error
[16:04:56] <FrottyZ> the ending is added automatically anywsyays
[16:06:51] <FrottyZ> any possibility to do that with FileExistsValidator?
[16:06:54] <FrottyZ> or I need my own?
[16:08:20] <Kotcrab> still not sure what you want to do, are you talking now about relative or absolute checking?
[16:10:26] <Kotcrab> but it just might be easier to write custom validator... it's not hard anyways
[16:13:38] <sreich> you guys find guava usefulf or use w/ libgdx?
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[16:21:39] <duli> hello guys
[16:21:49] <duli> I am trying to use sounds in my game
[16:22:16] <duli> when the enemy is killed I call music1.stop();
[16:22:33] <duli> and launch a new enemy via music1Id = music1.play(1.0f);
[16:22:38] <duli> music1.setLooping(music1Id,true);
[16:22:52] <duli> so that the sounds never stops
[16:22:59] <duli> it works in desktop
[16:23:09] <duli> but in android I am getting
[16:23:10] <duli> 11-29 15:15:54.486: E/AudioTrack(15018): setLoop invalid value: loopStart 0, loopEnd 236606, loopCount -1, framecount 4096, user 0
[16:23:14] <duli> any ideas?
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[16:23:49] <duli> after this error the sound never loops
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[16:25:08] <EvilEntity> why are you using music for sounds
[16:29:42] <duli> I am using sound
[16:29:44] <duli> not music
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[16:36:08] <duli> when I call sound.stop(); and then sound.loop();
[16:36:24] <duli> I am getting AudioFlinger could not create track. status: -12
[16:38:43] <EvilEntity> probably too manu sounds or something
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[17:16:34] <DandelionGames> I have made a bit of an engine in libgdx, and I want to be able to release multiple apps using the same code base but different data files, I originally planned to juggle manifests and asset folders, but I thought setting up my base application as a library would work better, I've hit some snags, can anyone suggest a better approach (I don't want to have to package jar's from my base project if I can help it)
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[17:18:20] <DandelionGames> I think I've mostly got it going as a library but when I try to run it on android it can't find my main class in core
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[17:23:47] <EvilEntity> DandelionGames, perhaps gradle flavors would be of use
[17:24:54] <DandelionGames> I have a hard time understanding gradle, I know I have at least one issue right now where I don't know how to include my existing base project source in my sub project for example
[17:26:25] <DandelionGames> You think that'd work for swapping out assets, manifest, the strings folder, etc and keeping everything in one project?
[17:28:32] <DandelionGames> My main concern is that the google play store doesn't see each app as the same thing, so want to make sure that the package names and stuff are all distinct
[17:30:31] <DandelionGames> As of this writing, the framwork will work with libGDX from 1.0 to 1.3. (Not nervous at all lol)
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[17:37:18] <DandelionGames> Seems workable though I almost feel like if I understood this I wouldn't have trouble not using it (and I see I'm still going to have to tackle some gradle learnin even using that project)
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[17:45:35] <[twisti]> what are the odds for a windows phone backend for libgdx ever happening ?
[17:46:12] <sreich> probably dependent on whoever steps up to do it
[17:46:29] <sreich> and given windows phone is such a thriving platform with a very concrete future...
[17:46:38] <sreich> i'm not sure anyone would really want to
[17:46:39] <[twisti]> so there is no one working on that now ?
[17:47:54] <sreich> i suspect nobody even has a windows phone, honestly
[17:47:57] <sreich> so yeah..probably not
[17:48:12] <[twisti]> i know at least one person who does
[17:48:23] <[twisti]> and when i say "at least" i mean "exactly"
[17:48:27] <sreich> haha
[17:48:30] <sreich> but of course it's open source..so that's a bit like asking "is there anybody in the world working on $this_technology"
[17:48:50] <sreich> it's not like everybody who ever will or has contributed checks in and gets assigned work..
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[17:49:43] <[twisti]> yeah but its possible there was a promising side project that i didnt know about where they were working on it thats nevertheless known to, say, you
[17:49:56] <[twisti]> but it doesnt sound like there is
[17:50:53] <sreich> honestly things like lwjgl3 are a heck of a lot more important
[17:51:03] <sreich> and would probably benefit every platform
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[17:54:14] <Scellow> Windows Phone and gaming died when Micro$oft abandonned XNA
[17:54:24] <Scellow> most stupid move ever
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[17:58:01] <Voltasalt> ETA on gdx lwjgl3?
[18:00:54] <mobidevelop> No clue, there is an implementation made by Xpe I believe
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[18:03:20] <[twisti]> why would lwjgl3 be good for non desktop backends ?
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[18:03:47] <mobidevelop> I wouldn't think it would be
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[18:04:10] <sreich> sorry, i was thinking of only desktop platforms :D
[18:04:18] <sreich> i'm selfish like that
[18:04:22] <mobidevelop> Heh
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[18:04:57] <Voltasalt> also, is it feasible to multithread the systems in ashley ecs?
[18:05:09] <sreich> no
[18:05:17] <sreich> lots of bits of ashley are veryyyy much not threadsafe
[18:05:24] <sreich> artemis is though, i *think*
[18:05:32] <Voltasalt> that sounds fixable though, albeit with some work
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[18:05:45] <Voltasalt> so there's nothing inheritly wrong with the concept?
[18:06:21] <sreich> it's probably fixable..but it's going to be a real nightmare
[18:06:40] <sreich> expect lots of undefined behavior..very fun to debug
[18:07:00] <sreich> also, what about your problem needs to be multithreaded. that's generally the first thought one should have
[18:07:07] <sreich> "why does my problem actually need threads"
[18:07:30] <sreich> "will the costs outweight the specific benefits"
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[18:07:30] <mobidevelop> thread nothing ever
[18:07:41] <sreich> i mean, unless you're carmack..
[18:08:16] <sreich> but yeah, depends on what it is...how isolated of a mechanism it can be..
[18:08:21] <sreich> remember, locks are expensive. as fuck.
[18:08:50] <mobidevelop> Such language
[18:09:43] <sreich> so, it is very possible any perceived benefits you might have, could be totally outweighed by the overhead of sync mechanisms, the latency and frame unpredictability
[18:09:52] <sreich> or..it might be totally worth it, depends :)
[18:13:30] <sreich> i think java's synchronized is actually slower than your own lock mechanisms..but i forget if that is true or not
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[18:17:49] * sreich wonders how libgdx's and data structs compares to guava
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[18:25:31] <Voltasalt> i'm also wondering whether you could do some double buffering on the components
[18:27:15] <EvilEntity> sure you can, if you implement it
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[19:33:07] <Scellow> Latest MagicaVoxel release fixed the obj export, it now works fine with libGDX yay :D
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[20:01:08] <Xpe> cool
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[20:38:36] <sreich> why exactly does intarray not allow foreach?
[20:38:47] <sreich> i miss being able to do for (blah a : array)
[20:39:22] <sreich> is it just an oversight, or is it because it only uses primitives, that it cannot be done
[20:40:55] <mobidevelop> Due to primitives
[20:41:04] <sreich> damn you javargh
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[20:53:45] <sreich> ah right, because the primtiive cannot be a <T>
[20:53:57] <sreich> which is what iterable would require
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[20:57:57] <wulax> damn, I have no idea how to make Swig tell the Bullet wrapper that it should use my extended version of btDbvt.ICollide instead of the predefined virtual struct in btDbvt.h
[20:58:10] <wulax> maybe I should just file a bug report and let the master sort it out
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[20:59:40] <wulax> is that adequate for a bug report?
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[21:01:10] <Xoppa> wulax, giv me a few minutes, then i can have a look at it
[21:01:11] <wulax> I can't really write an sscce since the method signatures are not correct
[21:01:43] <wulax> Xoppa: thanks
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[21:09:18] <DandelionGames> EvilEntity: That flavors thing is probably the proper way to do what I want, but I think that just added an extra layer of complexity onto the part I already barely comprehend, I might just go with a batch file to juggle parts instead.
[21:10:19] <Tomski> DandelionGames: do you want to work fom source?
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[21:10:52] <DandelionGames> Tomski: Yeah, I don't want to have to compile my project to a jar to use it in sub-projects
[21:11:04] <Tomski> why not?
[21:11:50] <DandelionGames> Because the main project will change pretty often, and the sub projects are really just data files (different set of images, scripts, sounds, etc that my main program uses)
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[21:13:04] <Tomski> If you dont mind having to be on source for all projects, including old ones if they need an update
[21:13:58] <DandelionGames> If I were to do an updated release of any of the sub projects, I'd almost certainly want to update the main library anyway, so I'm fine with that
[21:14:41] <DandelionGames> That's assuming it wasn't like a quicky type fix situation in which cause the main project would likely not be changed anyway
[21:15:03] <Tomski> Well instead of fixing something small, you would be forced to fix everything
[21:16:00] <Tomski> Anyway, you can include it as a gradle project in your settings.gradle, just put in the relative position
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[21:17:21]
<wulax> Xoppa: It probably doesn't help you, since I don't have much of an idea what I what I'm doing, but I got this far writing a btDbvt.i http://dpaste.com/0DVC3N5
[21:17:23] <DandelionGames> Are you talking about my original approach of making my project into a library project that is included in sub-projects?
[21:18:00] <wulax> Xoppa: basically I just copied one of your solutions from another file :)
[21:18:01] <Tomski> DandelionGames: depends what you mean by a library
[21:18:44] <DandelionGames> Well... really I just mean source code shared by all the sub-projects... I don't mean it in the sense of an android library or anything
[21:19:00] <Tomski> Sure
[21:19:08] <Tomski> It would just be another sub project in your projects
[21:19:19] <Tomski> So you'd have core/desktop/android/ios/html/engine
[21:19:25] <Tomski> With core depending on engine
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[21:21:06] <DandelionGames> I had put the original project into a diff folder... can I use '../engine' in the settings.gradle file?
[21:21:13] <Tomski> Yup
[21:23:03] <Xoppa> wulax, ok, let me have a look
[21:23:44] <DandelionGames> That's half the problem, not aware when something is a file path vs some kind of name thingy with gradle
[21:24:08] <DandelionGames> I should probably just be learning gradle by doing something with it that doesn't already include all the stuff libgdx does
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[21:32:11] <wulax> Xoppa: as far as I understand, collideOCL is supposed to sort objects in the two boudning volume hierarchies by use of the camera frustum planes. it calls on the ICollide to know when to stop sorting. ICollide is supposed to draw the bounding volumes onto some framebuffer, and tell the sorting when an object is fully hidden behind another
[21:32:17] <wulax> if that makes any sense
[21:33:01] <wulax> OCL is occlusion obviously
[21:33:42] <wulax> the Bullet documentation is pretty terrible at explaining what things are supposed to do though
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[21:36:13] <aventu> hello guys, is someone here who has experience with building and using libgdx source? I can't import them into my gradle project, it's still using the original libs
[21:36:35] <sreich> like, the libgdx source code itself?
[21:36:40] <aventu> yes
[21:37:09] <aventu> I had to add a few classes
[21:39:17] <Tomski> install with maven is the easy way
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[21:55:09] <Xoppa> wulax, i´m dont have the time to create a test for it or to look into the api itself, but i can make the method available as intended
[21:55:27] <Xoppa> with buffer, not array ofcourse
[21:55:45] <wulax> that would be great
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[21:56:14] <wulax> I was thinking about writing a test which could extend your FrustumCullingTest
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[21:56:33] <Xoppa> if you could contribute it that would be great
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[21:58:15] <wulax> excellent!
[21:59:16] <wulax> could you fix btDbvtBroadphase#getSets() too?
[21:59:18] <wulax> and the setter too I guess
[22:00:32] <Xoppa> sure, anything else?
[22:00:43] <wulax> not yet :)
[22:02:04] <Xoppa> what does sets represent?
[22:02:41] <wulax> as far as I understand, the broadphase contains two bounding volume hierarchies
[22:02:57] <wulax> one for static stuff and one for dynamic
[22:03:09] <Xoppa> can it be passed by value?
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[22:03:17] <Xoppa> or should it only have a getter?
[22:03:28] <wulax> not sure
[22:06:10] <wulax> I guess it should be reference, maybe 'btDbVt getSet0()' and getSet1()
[22:06:11] <Xoppa> ok
[22:06:51] <wulax> I don't think I will need setters personally though
[22:07:31] <Xoppa> setter wouldnt be easy to implement probably
[22:08:12] <wulax> yeah, it seems really hard to do in swig
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[22:25:21] <Xoppa> scellow, never ever use a different thread for anything related to rendering
[22:25:22] <Xoppa> never
[22:25:23] <Xoppa> ever never
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[22:26:29] <sreich> thread per sprite baby
[22:26:32] <Xoppa> dont do it
[22:26:34] <sreich> faster faster faster
[22:27:26] <Xoppa> oh well, try it and you´ll find out yourself
[22:28:08] <scellow> Xoppa: how could i rebuild the mesh faster then, without affecting the main thread ?
[22:28:28] <Xoppa> define ¨rebuild¨
[22:28:34] <Xoppa> like spritebatch does?
[22:28:44] <Xoppa> or like modelcache does?
[22:29:06] <scellow> i mean update the vertices that the mesh use
[22:29:18] <Xoppa> mesh.setVertices(whateveryouwant);
[22:29:54] <scellow> That's what i'm currently use, but it's slow, that's not efficient if i update multiple quad per seconds
[22:30:16] <Xoppa> i can assure you that is not slow, otherwise no one would be using spritebatch
[22:30:42] <Xoppa> ofcourse you should only do it once or so per render call
[22:31:16] <scellow> Hmm there might be something wrong in MY code then, i'll profile
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[22:32:00] <Xoppa> btw, that is typically something you should do while the gpu is rendering, so not on a different thread (keep in mind that the gpu runs on its own ¨thread¨)
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[22:33:32] <[twisti]> how do you do something while the gpu is rendering ?
[22:33:42] <[twisti]> as in, where would you place code like that
[22:34:27] <Tomski> while (!Gdx.gpuisrenderering)
[22:34:43] <Xoppa> it is the other way around: when would the cpu and gpu synchronise
[22:35:18] <scellow> Xoppa: ohh i'm stupid i put my code to test time for rebuild in the map generation code, not in the mesh "rebuild/update wahtever" code
[22:35:27] <Xoppa> it usually is when something is requested that cant be cached, e.g. flushing the batch, swapping the buffer, etc.
[22:35:27] <[twisti]> on draw calls ? i dont know
[22:35:38] <[twisti]> oh, so not an easy answerable thing
[22:36:31] <Xoppa> well swapping buffer if always going to need a synchronise (which is why you typically see a long time between the end of your render method and the begin of the next call)
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[22:37:06] <Xoppa> also swapping framebuffer, shader and mesh is probably going to synchronise (in that order)
[22:37:52] <Xoppa> flushing the batch will probably always synchronise because it modified the mesh data, so the previous render call on that mesh needs to complete first
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[22:38:34] <Xoppa> scellow, well there´s your problem :D
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[23:53:15] <wulax> Xoppa: oh, one more thing, btDbvt#ICollide is supposed to be a callback
[23:53:47] <wulax> i think the director thingy is needed in swig?
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[23:55:19] <wulax> the user is supposed to implement them then send them to collideOCL
[23:55:28] <wulax> or it
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