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[00:00:02] <sreich> as in, more accurate focusing?
[00:00:22] <TEttinger> less blurry I guess. the material doesn't have as many imperfections as cheapo glass
[00:00:36] <TEttinger> imagine benjamin franklin's bifocals
[00:00:38] <sreich> that's interesting
[00:00:42] <TEttinger> now imagine what he would wear today
[00:01:02] <wsirc_9465> i may need a vitrectomy operation
[00:01:07] <TEttinger> there's some crazy stuff in material sciuence stuff
[00:01:07] <sreich> so like, probably the same thing he wore when he died
[00:01:14] <EvilEntity__> TEttinger, ive found your pic, you are cute https://images.rapgenius.com/af3f1cb29e8ddf430d5e010ef6e54b5f.423x345x1.jpg
[00:01:17] <TEttinger> wsirc_9465: the fluid in your eyes?
[00:01:18] <wsirc_9465> that doesn't fill me with confidence
[00:01:25] <wsirc_9465> i have floaters
[00:01:28] <wsirc_9465> lots of them
[00:01:36] <wsirc_9465> stringy things floating about in my eyes
[00:01:57] <TEttinger> nah, this is me EvilEntity__ http://az783787.vo.msecnd.net/deepdream/img_dreamed/993785.jpg
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[00:02:02] <wsirc_9465> i can mainly ignore them, but if i focus i can see a lot of them
[00:02:20] <sreich> like, how many floaters
[00:02:55] <sreich> also do they put you to sleep for that op?
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[00:03:29] <TEttinger> wsirc_9465: personally I'd put a lot more trust in a doctor who is performing a technique that's been around a long time, like that, than laser eye surgery (beta version, no guaranteeeeeees)
[00:03:43] <sreich> yeah..
[00:03:47] <TEttinger> my dad has lasik and it went just fine, but it's the second gen
[00:04:07] <TEttinger> my friend had the "bleeding edge" version...
[00:04:07] <sreich> i can't really say iid' like to be a beta tester of medical operations, of all things
[00:04:10] <sreich> i'll stick with software
[00:04:25] <sreich> my favorite thing about software, is i can save, revert its state easily
[00:04:34] <sreich> that's actually the biggest gripe with mechanics work
[00:04:44] <TEttinger> my favorite thing about psychiatric medications is that no one knows how they work
[00:04:50] <sreich> trying to fix something, screwing up, and now a big "craaaapp"
[00:04:54] <TEttinger> "they are thought to work by..."
[00:04:58] <sreich> haha yeah
[00:05:07] <TEttinger> lithium: how's it work
[00:05:08] <sreich> "they seem to have the effect of.."
[00:05:15] <TEttinger> "dude, I have no clue"
[00:05:23] <wsirc_9465> https://www.youtube.com/watch?v=1mMIVfZ0h0U
[00:05:30] <wsirc_9465> good example of what its like
[00:05:47] <wsirc_9465> but less focused
[00:06:33] <TEttinger> lithium is crazy though. oldest modern psychiatric medication. in no small part because the part that does the brain effects is literally a periodic table element; every atom of the medicine goes back to the big bang
[00:07:31] <TEttinger> they were sticking it in foods and drinks (7up soda had that as the "up") long before they knew it had benefits for people with bipolar and schizophrenia
[00:07:38] <wsirc_9465> k gotta go sleep
[00:07:42] <wsirc_9465> laters
[00:07:44] <TEttinger> later
[00:07:51] <sreich> wait what
[00:07:56] <sreich> why the hell would they just put that in there
[00:08:16] <TEttinger> guess what happens in towns where lithium is in traces naturally in the water supply
[00:08:24] <TEttinger> "no crime, no suicide"
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[00:08:38] <TEttinger> or at least much less
[00:08:51] <wsirc_9465> more deaths :D
[00:08:54] <TEttinger> yep!
[00:08:55] <wsirc_9465> ok gone
[00:08:59] <TEttinger> it is bad for your thyroid
[00:09:08] <TEttinger> and kidneys I think
[00:09:16] <TEttinger> (in the long term, at high doses)
[00:09:23] <sreich> yeah the body is a bugger like that..things are good for you, but also kill you
[00:09:40] <TEttinger> it's a pretty friggin' miraculous atom though
[00:09:54] <sreich> carbon is probably better
[00:10:02] <TEttinger> 7up came out the same year as the great depression started
[00:10:14] <sreich> heh
[00:10:15] <TEttinger> "feel like jumping off a bridge? here, have a 7up?"
[00:11:00] <TEttinger> (apparently that may be why it's still around and very few other lemon lime sodas from 1929 still are)
[00:11:16] <TEttinger> coca cola had to remove the cocaine years before
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[00:12:36] <TEttinger> it sucks that it's almost impossible to get a nehe peach soda anymore
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[00:14:53] <TEttinger> nehi, nvm
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[00:22:45] <mobidevelop> Ó.ò
[00:30:06] <sreich> doesn't libgdx have a mechanism of string interpolation?
[00:30:11] <sreich> or is this built into java, i forget
[00:31:11] <sreich> basically i want sendstring("this" + "is" + var + "thing")
[00:31:21] <sreich> but..with being able to just combine it and use %s ors omething
[00:31:28] <EvilEntity__> STring.format
[00:31:40] <EvilEntity__> or STringFromatter or something
[00:31:44] <EvilEntity__> new stuff
[00:32:16] <sreich> grr that's the 2nd time idea auto imported import com.sun.org.apache.xpath.internal.operations.String;
[00:32:23] <sreich> which was why i wasn't seeing anything useful in string
[00:34:31] <sreich> (thx)
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[00:36:23] <TEttinger> lol sreich
[00:36:58] <TEttinger> String.format doesn't exactly exist in GWT if that matters to you, sreich
[00:37:53] <TEttinger> I made this, which does some of it https://gist.github.com/tommyettinger/69f167b337f40c72d591
[00:39:44] <sreich> it doesn't, thankfully
[00:39:45] <Epoch`_> sreich, do you have large blocks of text, like paragraphs, or small snippets of text like sentences?
[00:40:01] <sreich> latter
[00:41:02] <Epoch`_> Yeah, then find something like String.format. If it was large blocks, I was going to suggest using StringBuilder, as it's more memory efficient.
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[00:41:52] <sreich> yeah
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[02:08:00] <scellow> Anyone already used ShaderTool? http://store.steampowered.com/app/314720/
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[02:17:50] <wulax> scellow: I have not, but there are some pretty nice web apps for shaders https://www.shadertoy.com/ and http://mrdoob.com/#/139/glsl_sandbox
[02:18:11] <wulax> not as advanced as ShaderTool though
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[03:37:12] <DandelionGames> ooooh, I see a bitmapfont.draw method that ends with truncate... if that's what I think it is I need to go get a nightly build :p
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[03:48:02] <DandelionGames> Damn, not what I hoped, just a way to add in elipses or something to the end of the line
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[03:52:22] <mobidevelop> Label has that
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[03:54:09] <mobidevelop> Or are you saying that's not what you want?
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[04:02:51] <DandelionGames> It's not what I wanted
[04:03:25] <DandelionGames> I forgot I can use color tags though, I just wanted to display text in a timer (so it doesn't display all at once) but of course it was doing some goofy layout stuff...
[04:03:46] <DandelionGames> but I can just set the color to ffffff00 to do what I actually am aiming for
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[04:35:10] <vices> in the texture.pack files, it seems like we can name the regions, can we also say how many frames they are?
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[04:37:22] <vices> also, a java question.. what's the way to set up a listmap? for example: {little_guy : rect1[], rect2[] | big_guy : rect1[], rect2[], rect3[]}
[04:38:20] <vices> i guess {littleguy : bounds[bounds1, bounds2]} is a better illustration
[04:39:05] <vices> i see what you mean, i should ask in the java channel~
[04:39:07] <vices> rightio!
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[04:48:30] <vices> okay, is it the right approach to use maps? we fill in a map with bound information about each frame of animation, then we use the getKeyFrameIndex to know where we are.. but it's annoying to have to hard code how many frames are in each animation, doesn't the libgdx texture packer allow us to specify that somehow?
[04:49:57] <Tomski> vices: what is your goal?
[04:50:16] <vices> change a set of bounding boxes for each frame of animation
[04:52:06] <Tomski> If you want a bounding box for a specific frame, just keep two arrays, one for regions one for bounding boxes
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[04:52:15] <Tomski> Are you using the Animation class?
[04:52:19] <vices> yeah
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[04:52:34] <vices> but it's not just one bounding box, it's a set of bounding boxes
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[04:52:45] <Tomski> why a set per frame?
[04:53:34] <vices> for a fighter mechanic, similar to persona4, to have hurtbox/hitbox follow the character's limbs more closely
[04:53:53] <mobidevelop> I have an animation class somewhere that holds a list of AnimationFrame, each holding a region and a collision shape
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[04:54:35] <Tomski> A set for each limb?
[04:54:45] <Tomski> A bounding box for each limb rather?
[04:54:52] <vices> mobidevelop woo a collision shape, as in the kind created by the box2d editor?
[04:54:59] <Tomski> You should probably just use Spine
[04:55:27] <vices> Tomski yeah bounding boxes for animations that have wide attacks, etc
[04:55:51] <vices> mm don't really need any physics for those bounding boxes
[04:56:52] <Tomski> Use a 2d array
[04:56:53] <mobidevelop> They are just simple polygons in my class, if I recall correctly. Not box2d. It has been a long time since I worked with that code.
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[04:57:49] <vices> a 2d array inside a map?
[04:57:55] <Tomski> Why do you need a map?
[04:58:10] <vices> the spritesheet has various animations in it right?
[04:58:24] <vices> the textureatlas lets us name regions and such
[04:58:39] <Tomski> Sure, why does that mean you need a map?
[04:58:50] <mobidevelop> Map all the things
[04:58:54] <mobidevelop> Always
[04:59:37] <vices> map lets us call by the name of the region to get the specific bounding box array, right?
[04:59:55] <vices> as opposed to an array which.. we'd have to .. i dunno?
[04:59:58] <Tomski> You should only use that on load
[05:00:18] <Tomski> No point in looking up in a map every time, load it into your custom animation data, and use that
[05:00:52] <vices> ahh nuts i gotta run out the door for work
[05:00:59] <vices> thanks for the help guys!
[05:01:12] <vices> there's some light at the end of the tunnel :)
[05:03:42] <Tomski> vices: pseudocode http://pastebin.com/rmVzY3a8
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[05:27:24] <Blasphemy_Fiend> is it totally normal to be rerendering a map / background every frame?
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[05:53:11] <LiquidNitrogen> Blasphemy_Fiend: yes
[05:53:53] <LiquidNitrogen> even if you dont have much changing each frame, its still much easier to do it that way
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[06:13:17] <Lefanto> anybody familiar with behavior trees? they changed the API recently and now it gives me an error when I add parameters to the methods of the tasks
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[06:26:41] <Blasphemy_Fiend> LiquidNitrogen: I figured as much, that it would be harder to not clear it. and pretty pointless for a 2d game
[06:27:41] <LiquidNitrogen> clearing parts was an old technique when computers were much slower
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[06:32:53] <Blasphemy_Fiend> does anyone have any links to articles or posts about managing assets in an intelligent way? instead of just declaring all of the texture regions, atlas regions, sounds, etc. in one big asset.java file
[06:33:09] <Blasphemy_Fiend> i’ve been struggling to deal with this aspect of things
[06:34:53] <Blasphemy_Fiend> like, e.g. say I want to load an animation in for a character later and I don’t want to hard code this into some asset.java file. Would the best option be, perhaps, some external JSON file which provides all the metadata I need to a) get the images from a spritesheet, and then b) which textures are required for that animation
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[06:47:42] <Lefanto> use AssetManager
[06:48:07] <Lefanto> https://github.com/libgdx/libgdx/wiki/Managing-your-assets
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[09:12:41] <nooone> https://github.com/libgdx/libgdx/wiki/Table#notes omg
[09:12:51] <nooone> that explains my weird table behavious
[09:12:55] <nooone> *behaviour
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[09:13:50] <nooone> what's the reason to round to integers?
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[11:24:51] <QUs> hello
[11:24:59] <QUs> Quick Question.
[11:25:25] <QUs> Would you recommend using Eclipse or AndroidStudio?
[11:25:53] <Tomski> Intellij IDEA
[11:26:01] <QUs> I knew it^^
[11:26:05] <Tomski> Unless you are only doing android
[11:27:43] <QUs> Why would you recommend Intellij?
[11:30:23] <Tomski> Debugger is better, code completion and refactoring utilities are leaps better, language support, build tool support
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[11:31:32] <noooone> I find the debugger in intellij is worse...
[11:31:46] <noooone> code completion is sometimes better, sometimes worse
[11:31:52] <noooone> refactoring is better, true
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[11:32:13] <QUs> Okay thank you.
[11:33:05] <Tomski> You must be writing bad code noooone :)
[11:33:20] <Tomski> eclipse doesnt have a concept of context
[11:33:39] <noooone> context?
[11:34:52] <Tomski> It will autocomplete given the context where you are programming, what variables are available to it, what type of objects it should suggest for auto completion
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[11:36:07] <Tomski> I disable the popups, and rarely type full variable/method names as IDEA already knows what should go where
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[11:37:31] <noooone> if I start writing class names in small case, it will not offer me the class for auto completion, for example
[11:37:35] <Tomski> noooone: If you dont like the code completion or debugger, why are you using it?
[11:37:37] <noooone> which is totally dumb
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[11:38:24] <noooone> it does not automatically rebuild dependent files, and you only notice compiler errors, when you want to run the program
[11:38:30] <Tomski> Thats not the correct spec for class names
[11:38:50] <Tomski> Im sure you can customize that though
[11:38:53] <noooone> it has huge troubles with javadoc tooltips, for me, they just don't work at all
[11:38:54] <Tomski> You can auto make
[11:39:55] <Tomski> noooone: wat? http://pix.asidik.com/tomski-6l6C6N.png
[11:39:56] <noooone> how do I auto make? I googled it a while ago and found that this is only possible with an "Eclipse build plugin" or something like that
[11:40:08] <Tomski> I have never had any of these things you are saying
[11:40:17] <Tomski> Are you running some weird linux distro or something?
[11:40:33] <noooone> yeah, I cannot see javadoc, I had to enable it in the settings, but it didn't help
[11:40:37] <noooone> windows 7
[11:41:03] <Tomski> What are you doing to get it to pop up?
[11:41:46] <noooone> hovering my mouse over a method, or waiting in auto completion
[11:42:06] <Tomski> Are you expecting it to work like eclipse?
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[11:42:43] <Tomski> You have to enable showing quick doc on mouse move
[11:42:51] <noooone> I did
[11:42:57] <Tomski> What delay?
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[11:44:50] <noooone> cannot find it right now, but does that matter? I can wait as long as I want, nothing happens :D
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[11:45:01] <Tomski> Its right next to where you enable it
[11:45:06] <Tomski> same line
[11:45:14] <noooone> yeah, I cannot find that either
[11:45:37] <Tomski> Its in settings > editor > general > other
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[11:45:45] <noooone> anyway, I can work with it, and I use it, because eclipse just stopped working
[11:45:56] <Tomski> I think your computer is broken
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[11:47:02] <noooone> that may actually be. it's a 5 year old laptop
[11:47:12] <noooone> or rather was, since just today the package with my new PC arrived :D
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[11:48:11] <Tomski> fancy
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[11:50:52] <noooone> really fancy actually
[11:51:03] <noooone> even has an SSD
[11:51:08] <Tomski> got a fancy gpu?
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[11:52:35] <noooone> yep, a gtx 970
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[11:53:09] <Cyph> Good morning
[11:53:20] *** Cyph is now known as CypherEA
[11:53:59] <CypherEA> I wonder if someone can help me with some of the UI stuff.
[11:54:22] <CypherEA> 1. How do I make sure the Table sticks to the top of the ScrollPane?
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[11:56:26] <Xoppa> CypherEA, can you show an image of what you mean?
[11:57:32] <CypherEA> Yeah, hold on
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[12:00:33] <CypherEA> http://imgur.com/9FOGoOW
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[12:02:55] <CypherEA> Basically, if I populate enough rows in the table (inside the scroll pane), the first row is at the top. Which is the point. But, otherwise, it's like in this image. Smack in the middle
[12:03:04] <noooone> a scrollpane usually has the size of it's widget IIRC
[12:03:19] <noooone> try table.top() to align the table content to the top
[12:04:23] <CypherEA> right you are, noooone
[12:05:18] <CypherEA> Thanks
[12:07:51] <CypherEA> 2. Right now, I populate the table with Rows - each row having multiple labels, based on a comma separated string (first row is the same, but buttons instead of labels)
[12:08:18] <CypherEA> For some reason, the buttons do expand to the entire width of the table, but the labels, as you see in the image, do not
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[12:16:37] <Xoppa> show some code
[12:19:25] <CypherEA> http://pastebin.com/iLsM0ABv
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[12:27:18] <CypherEA> Ideas?
[12:29:17] <noooone> I didn't look at the code, but I guess the labels DO actually expand
[12:29:30] <noooone> but that doesn't stop the text from being aligned to the left by default
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[12:30:08] <noooone> try label.setAlign
[12:30:59] <CypherEA> I believe the difference is that in the Buttons (1st line of array), I do expandX().fillX() on each button, as I add them individually to the Table.
[12:31:01] <Xoppa> Row?
[12:31:14] <Xoppa> skip the row thing
[12:31:21] <CypherEA> Row extends Table {
[12:31:31] <Xoppa> well theres yoyr problem
[12:31:33] <CypherEA> I need the Row, to perform Table operations
[12:31:44] <CypherEA> Select entire row, order, etc
[12:31:49] <Xoppa> having nested tables wont make the cells equal in size
[12:32:39] <Tomski> You can make them the size, but you have to specify yourself
[12:33:08] <Xoppa> in that case but the buttons also in one cell
[12:33:20] <Xoppa> or colspan the nested table cell
[12:33:40] <CypherEA> Can you explain that last part?
[12:33:59] <Xoppa> well, your subtables are all put in the first cell of each row of the table
[12:34:02] <Xoppa> just like the first button
[12:34:16] <Xoppa> but the other buttons are placed in the other cells
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[12:35:48] <Xoppa> enable debug rendering
[12:36:07] <CypherEA> ?
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[12:37:54] <Xoppa> CypherEA, https://github.com/libgdx/libgdx/wiki/Table#debugging
[12:38:23] <Xoppa> you´ll see that you only are using the first column of each row for the labels and all 5 columns for the buttons
[12:38:44] <Xoppa> tl;dr: remove your Row thingy
[12:38:52] <CypherEA> LOL
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[12:39:12] <CypherEA> Or add the buttons to it.
[12:40:07] <noooone> no, making each row a table by itself makes no sense, then the cells will all have different sizes
[12:40:34] <noooone> basically, there are no columns anymore
[12:40:38] <CypherEA> Right. I need to inherit the sizes from the first row to the others.
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[12:41:04] <Xoppa> o.O
[12:41:07] <CypherEA> Yeah, I get that. But then, how do I perform table operations, like sorting and stuff (using the first line)
[12:41:09] <noooone> that's what Table does automatically, if you remove Row
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[12:41:31] <Xoppa> you can sort and highlight just like you normally would
[12:41:39] <Xoppa> i dont see how a Row thingy would help for that
[12:41:43] <Tomski> CypherEA: you sort and rebuild
[12:42:18] <noooone> you can have a Row object, but only as a data container, not a Table
[12:42:19] <Xoppa> or you change the content/color of the labels
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[12:44:01] <CypherEA> Xoppa: how do I do that on the entire row, if only a single label (cell) in that row is clicked?
[12:44:05] <noooone> have a List<Row>, sort that and then rebuild the table based on that
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[12:45:24] <noooone> Xoppa, I'm using your gist to draw shapes as actors currently
[12:45:46] <Xoppa> yay!
[12:46:22] <Xoppa> CypherEA, separate concerns, Table == layout, Label (Actor) == appearance
[12:46:28] <noooone> I want to have random shapes (rectangles, ellipses, triangles etc) as some kind of overlay over other actors and then find out which actors are behind it. like a mask, to do something special with only those
[12:47:59] <CypherEA> Well, by adding the Row, I basically solved it by adding a clicklistener to the row, and change the foreground color (text) of the entire selected row (which changes the labels, obviously)
[12:48:09] <noooone> my approach was to use the generated Mesh and build a Polygon from its vertices (only x and y) and then use Intersector to check, whether the actor's center points are contained in that Polygon
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[12:48:50] <noooone> does this make sense to you? is there a better way? if not, is there any "simple" way of converting the float[] vertices to a Polygon?
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[12:49:07] <Tomski> CypherEA: you can do that, you just need to manually set the size of the row elements
[12:49:56] <noooone> CypherEA: you will have to add a ClickListener to each cell then, there's no other way
[12:49:59] <Tomski> Otherwise, find the Row object that the element belongs to, and toggle the other elements
[12:50:41] <CypherEA> No problem adding a clicklistener to every label. Problem is then knowing which labels are your horizontal neighbors
[12:51:15] <noooone> when constructing the Labels, you know in which row you are in currently
[12:51:25] <CypherEA> Hmmm... right
[12:53:17] <noooone> Xoppa: did you read my questions? :D
[12:53:49] <CypherEA> Hmmm... I think I'll rebuild the whole thing. Make it a table, with a table (for the buttons/columnheaders) and a scrollpane with a table (for the rest of the table list).
[12:54:43] <noooone> if you seperate it into two tables again (header and body) they will again have different colums sizes, unless you manually set them to be the same
[12:54:56] <Xoppa> noooone, reading it now
[12:54:58] <CypherEA> Yeah, that's what I intend to do
[12:55:33] <Xoppa> noooone, using vertices for the shape is usually the last resort
[12:55:52] <Xoppa> typically there are better ways to mathematically represent a shape
[12:56:02] <Xoppa> e.g. the center and radius for a circle
[12:56:16] <Xoppa> the center and half extents for a rectangle
[12:56:16] <Xoppa> etc
[12:56:22] <noooone> I know, but we don't have an ellipse Shape for example, or a rotated Rectangle
[12:56:51] <Xoppa> think out the box:
[12:57:25] <noooone> box2d layer and raycasting? xD
[12:57:27] <Xoppa> an ellipse can also be seen as: a) a line (instead of a point) with a radius or b) a scaled circle
[12:57:48] <Xoppa> for the latter you can use the same approach as a rotated rectangle
[12:58:13] <Xoppa> transform your pointer to rectangle/circle space
[12:58:34] <Xoppa> so, if you rectangle is rotated 30 degress, then rotate the mouse pointer -30 degrees
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[12:58:53] <Xoppa> ofcourse you can do that in one call
[12:59:19] <Xoppa> likewise for the ellipse, scale the mouse pointer so that it is a circle
[13:00:49] <Xoppa> but if you only have a few shapes and they are not too complex (e.g. not a circle or ellipse) then using the triangles is a good alternative
[13:01:26] <noooone> actually I have only a single shape, that could be a circle though
[13:01:57] <noooone> but I think ~30 divisions would be totally enough in my case
[13:03:07] <noooone> I have a feeling that performance won't be an issue
[13:04:32] <Xoppa> a circle is much easier defined as a point and a radius
[13:04:45] <Xoppa> i wouldnt go in the trouble of converting vertices for that
[13:04:57] <Xoppa> but if you need a generic approach then you could do that
[13:06:39] <noooone> it's only a prototype currently, I'd like to have an easy and flexibly solution, not necessarily the fastest one
[13:08:30] <noooone> how exactly does the float[] vertices array look like?
[13:08:59] <noooone> I mean... how would I build triangles/a polygon from it
[13:09:35] <Xoppa> for which result/method?
[13:09:55] <noooone> Mesh.getVertices()
[13:10:17] <Xoppa> ?
[13:10:25] <Xoppa> you want to get the vertices of the mesh?
[13:10:30] <Xoppa> then, yes, call that method
[13:10:45] <Xoppa> i thought you wanted it to use for a specific method to check intersection
[13:11:12] <noooone> I want to construct triangles / a polygon from the mesh, to use it with Intersector.isPointInTriangle/Polygon
[13:12:42] <Xoppa> cant you use intersectRayTriangles?
[13:12:59] <Xoppa> that method allows to provide the indices as well as the stride
[13:13:08] <Xoppa> so you can just hand it the data directly
[13:13:53] <noooone> see, that's why I asked. great solution. thanks :D
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[13:20:17] <TEttinger> hey smelC, where does that name sound familiar? :)
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[13:43:33] <Bernzel> When it comes to Bitmaps. Specifically on textbuttons. Do you guys create different bitmapfonts for every different size of font you need? Or do you have a method to set the size on the go?
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[13:45:10] <Bernzel> Bitmapfonts I meant.
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[13:48:59] <MartiniMoe> hi guys, im trying to rotate a group of bodies around a common center, so that they stay in place relative to each other
[13:49:07] <MartiniMoe> how can i achieve this?
[13:53:18] <noooone> bodies = Box2D Body?
[13:53:22] <Xpe> nooone you there?
[13:53:41] <noooone> kind of
[13:54:36] <sreich> he's feeling extra noooone today
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[13:56:01] <MartiniMoe> yes, box2d bodies
[13:56:06] <Xpe> some hours ago you found a solution in table#notes that it have a weird behavior in table. I had it too and i think its integer because drawing stuff in float may not be right
[13:56:51] <noooone> Xpe: in my case it is totally right and also works without rounding and in sub 1 space
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[14:16:01] <Xpe> yeah, rounding false will fix some cases like this one https://github.com/libgdx/libgdx/issues/3447 but it can also make some things blurry if you use it for everything.
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[14:36:55] <MartiniMoe> does anyone have an idea for my rotation problem?
[14:41:32] <noooone> body is the only "group" definition that box2d has, it groups fixtures. besides that, there is no group that you could rotate
[14:41:54] <noooone> you will have to rotate/translate each body on its own
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[14:43:50] <CypherEA> K... back with some questions.
[14:44:19] <CypherEA> I save the widths of the buttons I create as the table column headers.
[14:45:01] <CypherEA> Then, in the body, I add the Labels and then setWidth with the values I got.
[14:45:05] <CypherEA> Doesn't really work
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[14:45:22] <Tomski> You need to size the cell
[14:45:55] <CypherEA> in the table.add?
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[14:47:00] <noooone> yes
[14:47:39] <CypherEA> How?
[14:48:02] <noooone> table.add(label).size(w, h)
[14:48:30] <CypherEA> Yeah, foudn it. Was expecting a setWidth instead of just width
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[14:57:20] <MartiniMoe> k, thanks, noooone :(
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[15:54:38] <cackling_grandma> http://i.imgur.com/pWyCgwZ.jpg
[15:54:49] <cackling_grandma> good olden days
[15:56:15] <wulax> don't do that, your face gets all pixelated
[15:59:21] <[twisti]> thats the pixels dropping out of the screen because it has an aperture mask thats too wide
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[16:03:54] <wulax> google will tell me what that is
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[16:04:40] <dave5> hello all
[16:05:15] <dave5> Xoppa can I pick your brains please :) Regarding shaders and how they are setup?
[16:06:46] <dave5> i am trying to pass my own float value into the default shader, and read your answer here http://stackoverflow.com/a/22620390
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[16:09:35] <dave5> extending baseShader and setting u_falloff as your example shows doesnt seem to work?? any ideas
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[16:10:25] <Xoppa> dave5, if you want to extend DefaultShader then dont extend BaseShader
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[16:14:00] <Blitzcow> Hi! :) Anyone knows what this cryptic message means: "GLProfiler: Error GL_INVALID_OPERATION from glUniform2f"
[16:14:43] <mk1> you performed an illegal operation
[16:15:09] <mk1> code?
[16:16:48] <Blitzcow> Stacktrace gave me: http://pastebin.com/K1q6RY7H
[16:17:17] <dave5> Xoppa, i just want to pass in a new float to the shader however that is done :)
[16:17:28] <dave5> whether it be default or base
[16:17:56] <dave5> i was just following your instructions from here http://stackoverflow.com/a/22620390
[16:18:21] <mk1> Blitzcow: what should samplePos+1 be?
[16:18:29] <mk1> or samplePos + i
[16:18:35] <Xoppa> dave5, https://xoppa.github.io/blog/creating-a-shader-with-libgdx/
[16:18:37] <mk1> it's not a valid location
[16:18:57] <Blitzcow> mk1: It's an array :)
[16:19:23] <Blitzcow> Doesn't glsl support C arrays?
[16:19:25] <Xoppa> Blitzcow, never assume
[16:19:56] <mk1> Blitzcow: yes, it does, but it still uses ONE uniform location
[16:20:13] <Blitzcow> Thought I could do pointer++. Right :S Any hint where I can pass an array?
[16:20:14] <Xoppa> use program.fetchUniformLocation(¨u_samples[0]¨);
[16:20:22] <Xoppa> and program.fetchUniformLocation(¨u_samples[1]¨);
[16:20:24] <dave5> xoppa yeah i have seen that but your example of extending the existing shader seems less heavy?
[16:20:45] <Xoppa> dave5, why?
[16:20:50] <mk1> Blitzcow: use setUniform1fV
[16:20:52] <mk1> *v
[16:21:02] <Blitzcow> thanks both <3 :)
[16:22:04] <dave5> xoppa I am just trying to find the most elegant/right way to do it, as you say in your answer 'The BaseShader class is an abstract helper class which implements the Shader interface, encapsulated a ShaderProgram and adds some helper methods to easily set uniforms. If you extend this class, you can easily register and set uniform, e.g. like this:'
[16:22:27] <dave5> "If you extend this class, you can easily register and set uniform"
[16:22:35] <dave5> isnt this what I am trying to do??
[16:23:03] <Xoppa> dave5, setting a single uniform is only one thing, you probably want to do more than that
[16:23:30] <dave5> well I want to set 2 uniform floats
[16:23:31] <dave5> thats it
[16:24:08] <Xoppa> if you only set 2 uniform floats then you must have a very specialized mesh, do you?
[16:24:40] <dave5> no, its for vertex calculations
[16:24:49] <dave5> sorry i should have explained a little better
[16:25:35] <dave5> its the curve vertex shader from yesterday we spoke about :D i changed my name on here sorry, totally forgot
[16:25:56] <Xoppa> that shader needs more than two uniform floats
[16:26:11] <dave5> i just need to pass in 2 new values
[16:26:19] <Xoppa> it needs at least the projection and view matrix
[16:26:24] <dave5> 2 extra
[16:26:34] <dave5> not just 2
[16:26:34] <dave5> :D
[16:26:35] <Xoppa> ah...
[16:26:47] <Xoppa> so you do want to extend DefaultShader instead of BaseShader
[16:26:56] <Xoppa> then extend DefaultShader and not BaseShader...
[16:27:15] <dave5> ok
[16:27:40] <noooone> mobidevelop: quick ping?
[16:28:10] <mobidevelop> noooone: what's up?
[16:28:59] <noooone> my webview doesn't display anything, http://pastebin.com/48tan9mW
[16:29:04] <dave5> xoppa if I extend it, then I have to pass in a renderable when I setup the shader? I want using the extended shader with modelbatch
[16:29:08] <noooone> I just copied it from here: http://developer.android.com/reference/android/webkit/WebView.html
[16:29:29] <noooone> any idea what I might be missing?
[16:29:43] <mobidevelop> Do you have internet permission?
[16:30:06] <noooone> yes :/
[16:30:20] <Xoppa> dave5, https://github.com/libgdx/libgdx/wiki/ModelBatch#gather-shaders
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[16:31:18] <mobidevelop> noooone: no clue why it wouldn't show, looks fine
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[16:32:10] <noooone> okay thanks, I'll go home and try again tomorrow. maybe the magical android gnomes will fix it this night
[16:32:47] <mobidevelop> Probably
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[16:39:22] <dave5> xoppa still not making any sense, sorry, I am just lost trying to find the right path to set this up
[16:40:21] <Xoppa> dave5, what is not making sense?
[16:40:59] <dave5> what I need to extend and how to setup the uniform calls
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[16:41:37] <dave5> and how to pass the extended shader to the modelbatch, I assume once the new shader is setup I just call modelbatch.render(instand, newShader); etc
[16:41:49] <dave5> instance*
[16:42:19] <Xoppa> if you want to extend the default shader then you have to extend DefaultShader
[16:42:32] <mk1> :-D
[16:42:34] <Xoppa> setting the uniform is like you showed in that SO answer
[16:42:46] <Xoppa> setting up the shader provider is as showed in that wiki page
[16:43:05] <dave5> ok, and then create a new MyShader which extends default shader, passing in a renderable???
[16:43:14] <Xoppa> you dont pass in the shader in the render method
[16:43:25] <Xoppa> yay!
[16:44:26] <dave5> why dont I pass the shader to the render method
[16:44:44] <Xoppa> did you actually read that wiki section i linked to?
[16:45:08] <dave5> yeah, the best I could, theres a lot to understand, its ok for you, you wrote it :D
[16:45:46] <Xoppa> which part of the section is not clear?
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[16:47:28] <wulax> Xoppa: When you have the time, btDbvtNode#getChilds() has the same problem as btDbvtBroadphase#getSets() had (before you fixed the latter). It is supposed to return and array of two children of type btDbvtNode (two because it is part of broadphase bounding volume binary tree). I tried fixing it myself, but couldn't figure out how to swig nested anonymous unions:
[16:47:30] <wulax> http://bulletphysics.org/Bullet/BulletFull/btDbvt_8h_source.html#l00177
[16:48:29] <Xoppa> could you make an issue for it wulax?
[16:48:36] <wulax> sure
[16:57:30] <dave5> xoppa http://pastebin.com/AcgjiNbE
[16:57:40] <dave5> am I on the right track
[16:58:22] <Xoppa> yep
[16:58:37] <dave5> lets assume I have defines u_xoffset, u_yoffset in the vertex shader
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[16:58:50] <dave5> ok cool
[16:58:58] <dave5> so I create a modelbatch as normal
[16:59:15] <dave5> i dont need to pass the shader into the modelbatch render
[16:59:16] <Xoppa> i´d use a vec2 it btw, but thats for later
[16:59:24] <Xoppa> thats correct
[17:00:05] <dave5> i create a new MyShader passing in a renderable
[17:00:09] <dave5> any renderable??
[17:01:19] <Xoppa> no, the one you get in your shader provider
[17:01:36] <Xoppa> just copy paste the example code of https://github.com/libgdx/libgdx/wiki/ModelBatch#gather-shaders
[17:02:01] <Xoppa> if you want to use it always then skip the if/else branch
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[17:03:04] <dave5> that extends DefaultShaderProvider
[17:03:20] <dave5> i'm extending DefaultShader
[17:03:26] <dave5> this is whats confusing me
[17:03:55] <Xoppa> you need both
[17:04:08] <mk1> the defaultshaderprovider only uses the default shader (obviously)
[17:04:21] <mk1> so you need an extended provided that uses your extended shader
[17:06:53] <mk1> *provider
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[17:11:52] <dave5> http://pastebin.com/4qmB4Cqk
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[17:15:01] <dave5> xoppa is that correct
[17:15:42] <Xoppa> yep
[17:17:41] <dave5> ok :)
[17:17:42] <dave5> now
[17:17:52] <dave5> how do use MyShaderProvider
[17:18:26] <Xoppa> new ModelBatch(new MyShaderProvider());
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[17:21:58] <intrigus> Looks like WebGl 2 will be available 'soon' :)
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[17:25:58] <sreich> eh?
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[17:29:59] <dave5> ok xoppa that works great with default values :P
[17:30:08] <Xoppa> yay!
[17:30:17] <dave5> now the next trick is to pass in new values :D
[17:30:28] <Xoppa> please update the wiki where you think it needs clarification dave5
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[17:31:14] <dave5> xoppa maybe its already clear and I am not seeing the wood for the trees
[17:31:41] <dave5> a working example of what you just showed me might be a good idea though
[17:32:25] <Xoppa> https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/ShaderTest.java
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[17:35:59] <dave5> that extends BaseShader xoppa
[17:36:16] <Xoppa> well dont expect an example to be exactly your use-case
[17:36:55] <dave5> yeah
[17:37:01] <dave5> its all appreciated
[17:37:15] <dave5> just some of us aren't as clever as you
[17:38:29] <dave5> ok so now I have an extended defaultshaderprovider, how do I pass in values in realtime to the uniforms :P
[17:39:21] <Xoppa> easy shortcut: use a static variable
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[17:42:35] <dave5> how and where ? :P you must excuse my thickness here, its been a long day
[17:47:50] <wulax> if you make it public static, you can declare it anywhere and just pass it in with one of the uniform setters
[17:50:26] <dave5> sorry mybad
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[17:55:15] <dave5> sorted, at last
[17:55:30] <dave5> thanks for all your help xoppa wulax etc :P
[17:55:57] <wulax> :)
[17:56:18] <Xoppa> pics or it didnt happen
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[18:05:57] <dave5> will upload a video, looks better
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[18:14:03] <dave5> xoppa https://drive.google.com/file/d/0B--NiSsPBWLFWjU4Y3J4a2NuTkE/view
[18:14:07] <dave5> can you see that
[18:14:40] <dave5> video isnt best quality :D
[18:14:46] <dave5> but shows the effect
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[18:15:33] <abs25> lol
[18:15:37] <abs25> what an epic game
[18:15:40] <abs25> 10/10
[18:15:42] <dave5> just controlling the x/y curve with the mouse for now
[18:22:23] <dave5> only problem now is my pick ray is all fecked up :D
[18:22:28] <dave5> but i can live with that
[18:26:26] <wulax> dave5: nice!
[18:29:05] <Xoppa> very cool dave5!
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[19:17:04] <dave5> cheers xoppa, all thanks to your help ofc
[19:20:55] <dave5> xoppa, i have another question regarding the 3D API
[19:21:46] <dave5> http://pastebin.com/xaAAZHXf
[19:22:06] <dave5> i can set the shininess of a material using that code
[19:22:33] <dave5> how do I then update that value with using new FloatAttribute
[19:24:18] <Xoppa> ((FloatAttribute)instance.getMaterial(¨materialname¨).get(FloatAttribute.Shininess)).value = yournewvalue;
[19:24:33] <Xoppa> https://github.com/libgdx/libgdx/wiki/Material-and-environment
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[19:37:41] <dave5> cheers
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[19:42:27] <csguest> yo
[19:42:31] <csguest> for box2dlights
[19:42:53] <csguest> how can I have one camera that shows shadows and another that does not
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[19:44:16] <sreich> why exactly?
[19:44:34] <sreich> i mean you could eg not draw shadows and then render your entire scene as a copy somewhere
[19:44:40] <sreich> then render shadows onto the main scene
[19:44:48] <csguest> well
[19:44:49] <sreich> not sure what you wanna do with a scene w/out shadows...comparisons?
[19:44:51] <csguest> how it works
[19:44:51] <sreich> minimap?
[19:44:58] <csguest> is we draw light into the image
[19:45:00] <csguest> and it looks good
[19:45:10] <csguest> but if we tie it to box2dcamera, it looks all messed up
[19:45:26] <csguest> we drew light to the hud camera basically
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[20:15:34] <monsieur_h> Heya
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[20:15:59] <monsieur_h> Has the Libgdxjam started yet ?
[20:16:27] <intrigus> Nope
[20:18:46] <monsieur_h> Phew !
[20:18:59] <monsieur_h> Great then. First time here, is it an active channel ?
[20:19:08] <mobidevelop> It's over already
[20:19:23] <monsieur_h> What ?! No way !!
[20:19:30] <mobidevelop> I'm kidding
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[20:19:56] <intrigus> This channel is active :)
[20:20:14] <monsieur_h> Damn I'm too emotional about it. Even though I won't manage to finish a game in time, as usual
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[20:20:15] <mobidevelop> Not really
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[20:21:17] <mobidevelop> You have a month, surely you can finish
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[20:22:08] <monsieur_h> I know me. The last game I made was single-purposed : proving myself I could finish a game in two weeks.
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[20:22:26] <monsieur_h> I finally released it today, it's not even polished, and it took me two damn months
[20:22:44] <DandelionGames> I can't draw a stick figure in a month :(
[20:23:08] <monsieur_h> I did not draw a single thing, thanks to kenney
[20:24:31] <DandelionGames> I hadn't actually looked, I always thought of game jams as kind of competitions... where the libgdx one is more an open source collaboration game thingy
[20:24:57] <monsieur_h> I used Libgdx in all the game jam I attended.
[20:25:34] <monsieur_h> Vastly good enough for me
[20:26:11] <monsieur_h> So what are you guys working on ?
[20:26:12] <DandelionGames> I just meant that the libgdx game jam isn't what I expected a game jam to be, libgdx is plenty good
[20:26:44] <monsieur_h> DandelionGames: Ho, I didn't get it that way. Very good then :)
[20:27:03] <DandelionGames> Interactive childrens books, planning to release the first of hopefully many tonight, don't steal my ideas and do it quicker and better damn it!
[20:27:38] <monsieur_h> Congrats for getting to the finish line then !
[20:27:41] <DandelionGames> meanwhile I'll be spending about 2 months drawing a stick figure horse
[20:27:56] <monsieur_h> What platform(s) are you aiming for ?
[20:28:14] <DandelionGames> it's not the first finish line, but here's to hoping it's the first finish line that actually works in the financial sense
[20:28:40] <DandelionGames> this will just be android, I don' thave a mac to compile for ios, I'm really just tryin to build an audience with some free books for now
[20:29:50] <DandelionGames> after something sticks (hopefully) I'll cough up the money for a mac mini and ios dev license and release the *full* deal which is a book editor deal too
[20:30:35] <DandelionGames> Kind of hoping to pull off something of an adobe reader for interactive books, but will settle for not having failed to even get a few hundred downloads for now
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[20:30:57] <monsieur_h> How are you monetizing it ?
[20:31:15] <mobidevelop> All my interactive children book apps do outstanding
[20:31:31] <DandelionGames> at this point I am not, but after I've gotten an audience going I'm hoping to go with a cheap subscription service
[20:31:56] <monsieur_h> That's fair
[20:32:08] <DandelionGames> mobidevelop: Now I gotta go stalk your apps and see how far below the bar my work is :p
[20:32:24] <monsieur_h> What's interactive about them ? The storie ? The drawings ?
[20:32:43] <monsieur_h> I never tried one, but since I have young nephews, I could use some :)
[20:32:46] <mobidevelop> Hope you can pump them out quickly if you want it to be subscription
[20:33:13] <DandelionGames> I've built an editor, at this point most of the work is art but still a fair amount of programming
[20:33:32] <DandelionGames> it's all scriptable so it can all be interactive... though limited to 2d at this point
[20:35:28] <DandelionGames> how do I see your goodies mob? I forget your company name and not seeing anything related to your username here
[20:40:04] <monsieur_h> DandelionGames: So what's the interactive part in those ?
[20:40:22] <mobidevelop> DandelionGames: I don't release stuff
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[20:41:42] <mobidevelop> I only work on the choice hotels app these days
[20:42:13] <monsieur_h> Interesting. Does it work, commercially speaking ?
[20:42:19] <intrigus> @mobi haven't you released a little math app?
[20:42:54] <mobidevelop> I did long ago, yes
[20:43:01] <DandelionGames> the first book is a 3 little pigs book, on the first page you drag hay from the hay pile onto a house frame (there some peek a boo sun deal and some clouds that giggle and smile when you touch them too) until the wolf shows up, and blows it away
[20:43:17] <DandelionGames> same deal on each page but with various little other things to goof around on
[20:44:00] <DandelionGames> The next one will probably be kind of a single page fancy sound board, I'm planning to do a few animations for a bunch of animals and it'll sing old macdonald and you pick the animals
[20:44:36] <DandelionGames> stuff like that, it's a flexible setup
[20:45:55] <DandelionGames> the down side is I'm a 1 man team at this point, I'll need an artist to really get things moving, but I'll worry about that soon
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[20:47:27] <sreich> mobidevelop: why don't you any more?
[20:47:34] <sreich> surely you still experiment on things?
[20:47:38] <sreich> or do you just hack on libgdx itself mostly
[20:48:36] <mobidevelop> I don't usually touch my computer outside of work
[20:48:55] <sreich> and work doesn't involve libgdx at all?
[20:48:59] <mobidevelop> No
[20:49:37] <sreich> yeah it's hard to find the time, and sometimes motivation to do stuff outside of work
[20:49:39] <sreich> so few hours...
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[20:50:08] <mobidevelop> After programming all day, programming in the evening isn't appealing to me
[20:51:11] <sreich> it still is to me, mostly because programming for fun, aka "i do what i want" is still enjoyable in its own right
[20:51:21] <monsieur_h> sreich: Same here !
[20:51:34] <sreich> but i do often have a struggle between "time to play $newest_game" and "but i want to work on my game"
[20:51:34] <monsieur_h> mobidevelop: Just get a boring job as a code monkey :P
[20:53:11] <mobidevelop> I wouldn't say working on a hotel app is particularly exciting
[20:53:48] <sreich> heh
[20:54:47] <mobidevelop> I updated gdx-freetype yesterday, so at least there is that
[20:56:20] <sreich> usually i have to kind of force myself when i'm out of it..and then once i get going, then i kinda get hooked in the things that i want to work on/do for it
[20:56:47] <sreich> of course i'm sure my gf doesn't appreciate me spending the few hours i have each night, glued to the computer screen heh
[20:57:23] <mobidevelop> My wife and kids go to bed fairly early so that's not much an issue for me
[20:57:54] <monsieur_h> I found a way to trick myself into coding at night. I look at the tasks I can do while I commute, and pick the easiest one to complete. Then it's like the dishes, I kinda force myself to do it, and the next thing I know, it's 2a.m. and I can't stop
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[21:08:20] <ASneakyFox> whenever I do PixmapIO.writePNG(), it always saves the pixmap with RGBA8888 format, I'm trying to save the pixmap as Alpha format (the format the pixmap is in). Is there a way to do this?
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[21:09:28] <Xoppa> wulax, care to check?
[21:10:14] <wulax> sure!
[21:12:42] <Xoppa> i guess that would involve writing your own write method ASneakyFox, but why would you want that? https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/PixmapIO.java#L223-L312
[21:13:47] <wulax> Xoppa: works great!
[21:13:52] <Xoppa> yay!
[21:13:54] <wulax> thanks
[21:18:59] <ASneakyFox> Xoppa, because when i load the texture again i want the pixmap to be in the correct format. This is for a heightmap for a terrain. I guess i could fake it by using the value in all channels
[21:19:13] <monsieur_h> OMFG, I just earned my first cent as a hobby gamedev !
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[21:19:24] <Xoppa> ASneakyFox, use CIM instead
[21:21:25] <wulax> Xoppa: now I can paint what's going on in the Dbvt :D http://i.imgur.com/jRXOYLt.png
[21:21:50] <Xoppa> very cool wulax!
[21:22:30] <Xoppa> but what the bigger reasoning behind it?
[21:22:34] <intrigus> +1 wulax
[21:23:42] <wulax> Xoppa: sorry, no bigger reason actually, it will just make programming the occlusion test easier
[21:24:03] <Xoppa> nice!
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[21:29:56] <DandelionGames> monsieur: I'm kinda the same way, can be hard to get started, especially vs shiny new toy... but once I get started I don't like to stop
[21:32:23] <dave5> why dont you collab on some things, maybe it will encourage you to complete something :P
[21:33:18] <monsieur_h> dave5: I tried a few collaboration with remote people met on IRC. Never managed to get something finished unfortunatly
[21:33:36] <monsieur_h> Mostly because of different expectations I suppose
[21:33:55] <dave5> just got to find the right people I guess
[21:33:59] <ASneakyFox> Xoppa, thanks, what is cim normally used for? I'm not familiar with it
[21:34:12] <DandelionGames> collab with people on the internet is kidn of one of those recipes for failure
[21:34:28] <DandelionGames> unless you know, someone's crankin out some money, that I assume changes it a lot :p
[21:34:46] <DandelionGames> (or something fairly big is already in place)
[21:35:41] <DandelionGames> not that most businesses aren't recipes for failure anyway, it's just so easy to say yes to people who only exist on the internet and even easier to just kinda dissappear later when you get bored
[21:36:02] <DandelionGames> monsieur: congrats on that first penny... Just wait until you are up to like a whole dollar!
[21:36:19] <monsieur_h> DandelionGames: Thanks, but I'm not sure I'll reach that :P
[21:37:27] <dave5> monsieur_h it will come
[21:37:30] <dave5> with time
[21:37:44] <dave5> what ad networks and units are you using?
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[21:37:59] <monsieur_h> I agree with you for the internet collaboration. Now that I have had a few failing experiences I work differently : I _finish_ my game until there it only art stuff left to do. Then I hire an actual contractor to do it. Unless I find a serious one for free.
[21:38:21] <monsieur_h> dave5: I use the classic adMob/adSense stuff
[21:38:27] <monsieur_h> What are the units you are talking about ?
[21:39:03] <dave5> banner/interstitial
[21:39:14] <DandelionGames> I think you get a few proven people a collab can work
[21:39:53] <DandelionGames> but I just look at my wasteland of failed projects that didn't involve someone else screwing anything up to know... collabs... not my thing... at least not until I've finished my part :p
[21:39:54] <monsieur_h> That's interstitial. One every 10 minutes. No videos.
[21:40:03] <dave5> think my best ever earning from a single click was $25, which is mad
[21:40:13] <monsieur_h> From a single click !?
[21:40:18] <dave5> but that was on chartboost
[21:40:24] <dave5> install i meant
[21:40:59] <DandelionGames> my hobby project (can't call it much better since it's so dismal) earnings in the last 10 years... I think close to $4.27, I'm on my way :p
[21:41:06] <monsieur_h> Damn, I need some enlightment about that. That's my first app with ads. I didn't found any info on how much one can earn in one view/click or else. So I just put it in my game and now I wait to see what's happening.
[21:41:48] <DandelionGames> monsieur: watch the numbers, eCPM is kind of what you have to watch, but for ads to do much you gotta have a lot of traffic
[21:42:26] <monsieur_h> I don't expect much traffic, it's mostly a testbed app to see how ads work
[21:42:37] <DandelionGames> (I haven't been actively working on game stuff really for most tha ttime, and only have 2 things completed... and well, they failed)
[21:45:18] <DandelionGames> I'm trying to keep my gaming career depressing so that after I'm dead, someone can write a movie about it staring johnny depps grandson and make a ton of money off it
[21:46:22] <DandelionGames> there will be black makeup, tons of eyeliner, leather trench coats, and lasers, because it will be an 'olden days' movie
[21:46:48] <monsieur_h> DandelionGames: Retro-future from 2015. Heh good-ol' days
[21:47:44] <DandelionGames> damn, that's an awesome way to 'name' that
[21:48:53] <DandelionGames> What would you call an editor/engine for interactive childrens books? You know, preferably with a .com available :p
[21:49:26] <dave5> playwithkids.com ?
[21:49:32] <dave5> :D
[21:49:40] <DandelionGames> And the first thing you should know is if it has the word "book" in the domain it's gonna need a lot of numbers and hyphens to not already be registered :p
[21:49:44] <dave5> maybe not
[21:49:50] <DandelionGames> this is... not that kind of channel dave :p
[21:50:01] <DandelionGames> (or, not until later at night it isn't)
[21:50:07] <dave5> hey
[21:50:16] <DandelionGames> they only want 2800!
[21:51:23] <DandelionGames> Someone wanted to buy a domain from a domain squatter once, they got no response at all, like wtf... someone wants to buy your domain, ignore them, squat on it a few more years, gotta wait for the market to mature
[21:52:10] <dave5> monsieur_h what have you released so far?
[21:53:45] <monsieur_h> A live wallpaper (the libgdx rewrites is still waiting for the artist to finish his part... since 6 months) and a small card game with ads (today)
[21:54:17] <monsieur_h> It's just an unambition port of a board game I liked that I wanted to prototype in 2 weeks
[21:54:42] <monsieur_h> Took me two month, I'm not satisfied by the result, but I had to publish it to move on to my next project
[21:54:57] <DandelionGames> I find it's hard as hell to hit that publish button
[21:55:04] <monsieur_h> s/unambition/unambitious/
[21:55:34] <monsieur_h> DandelionGames: I know right ! I rewrote that damn thing 3 times because I was unsatisfied. Still not.
[21:56:18] <dave5> sometimes its best to put it out and then tweak, see if you get any traction
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[21:56:37] <dave5> its getting harder and harder to get any traction on google play now
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[21:58:18] <monsieur_h> dave5: Yes, the only pal I have that makes some money out of ads, does it using cheap reskins of games with highly googled words
[21:58:54] <monsieur_h> The "flappy snoop dogg" or "crossy bieber-road" kind of games
[21:59:22] <DandelionGames> yeah, that's terrible
[22:00:00] <DandelionGames> my last game, stellar adventure shoulda done better I think but it just didn't have wide enough appeal and there is just so much released that it's a sea of competition
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[22:00:43] <DandelionGames> that's kind of why I figure I'll just do a bunch of releases hopefully a few weeks appart or less with my current project, that and it took 1/3 the time to get to the point of doing a release
[22:01:33] <dave5> flappy or crossy anything in the app title is a highway to ban city
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[22:02:27] <dave5> you need something unique
[22:02:32] <dave5> and polished
[22:02:47] <DandelionGames> There is nothing unique to be done :p
[22:02:53] <dave5> and then get some reviews and eyes on it
[22:03:01] <dave5> theres always something unique
[22:03:10] <dave5> or a spin on something else
[22:03:18] <DandelionGames> everything's a clone of something else, and if it's not, no one knows they want it... polish... that's my other weakness... along with knives, guns, too much sun, etc
[22:03:45] <monsieur_h> Unique can be "unique to that platform" or "deep niche genre"
[22:03:56] <monsieur_h> That's going to be my next goal
[22:04:04] <DandelionGames> I'd like to be workin on an incremental idea I have but then I also realize I need to work on things I can finish
[22:04:30] <monsieur_h> But I figured out, most of the traction come from communication. I guess I'll have to do all the presskits/devblogs/tweet/reddit stuff at some point
[22:04:44] <dave5> yeah
[22:05:07] <DandelionGames> monsieur_h: If I wrote a dismal post mortem of my last game and posted it on reddit, it might double my audience for the game :p
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[22:05:49] <DandelionGames> But writings not really my thing... so I'm going with plan B, pump out something else, hope it catches on, cross promotion saves the day somehow
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[22:07:10] <dave5> http://polycount.com/discussion/155616/pull-my-tongue-ios-puzzle-game you can tell when he releases this it will do well
[22:07:44] <dave5> that's where I want to be, something polished and unique angle
[22:09:38] <DandelionGames> I want to know more about that last graphic, the rig one
[22:09:41] <DandelionGames> is that spine?
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[22:10:19] <DandelionGames> or is that a model in some 3d modeling program?
[22:10:31] <dave5> im trying my hand at the 3D stuff in libgdx, because I think you can do some nice things in 3D to give a unique aspect to a game
[22:10:45] <dave5> not sure, he does explain it in the thread
[22:11:02] <DandelionGames> I used blender to make some models cause I figured it'd be easier to animate models than to draw sprites... I'm not sure if I was right
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[22:11:50] <Xoppa> ASneakyFox, save a pixmap to disk to load it again later
[22:12:26] <DandelionGames> ah yeha, see the post about it now
[22:12:37] <dave5> DandelionGames, i suppose it depends on the model and rig
[22:12:47] <DandelionGames> so it's in maya, assuming he's just exporting sprites from there
[22:13:24] <DandelionGames> dave5: much like my art skills, my modeling skills are kidn of suspect... turns out blender was a lot harder than I remembered... but I worked through it and got a decent wolf and a passable pig
[22:14:08] <dave5> its a 3d model, with a flat mesh and texture
[22:14:11] <dave5> rigged
[22:14:19] <dave5> then he can control it
[22:14:39] <dave5> would be not too hard to set that up I guess in blender
[22:14:53] <DandelionGames> no, I'm getting some ideas here
[22:15:05] <dave5> and xoppa code to control the bones
[22:16:51] <DandelionGames> yeah, not sure if blender does *that* but maybe
[22:17:03] <monsieur_h> I had the chance to get a Spine licence on their first kickstarter, and I must say it's pretty damn amazing
[22:17:27] <monsieur_h> Made a solid bunch of animations with no good knowledge
[22:18:00] <monsieur_h> https://bytebucket.org/monsieur_h/spine_animations/raw/17a2ec1bbcc759f7a62b585eea017ca09ed0764d/monsters/yellow/test.gif
[22:18:21] <DandelionGames> I built something similar to spine in as3 and was building a platform library back when platformers were all the rage on flash sites... but it code creeped to a slow death (also, day job got crazy)
[22:18:21] <dave5> DandelionGames, blender does do that
[22:18:33] <dave5> you add bones and assign vertex groups etc
[22:18:55] <DandelionGames> yeah, I mean I realize that, it's just presented a little diff
[22:18:59] <monsieur_h> The good thing with spine is not only the editor, but also the quality of the runtime provided
[22:19:18] <jeffol> yes. spine was the best $75 my business made
[22:19:27] <jeffol> the quality in our products shines brighter
[22:20:12] <DandelionGames> my thingy was more a 2d animation library... not really like a thing to make animations, though I guess it could have
[22:20:24] <jeffol> spine is both
[22:20:46] <DandelionGames> I need to spend more time paying attention to other devs, but the down side is then I spend more time talking about things, and less time doing things
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[22:21:09] <dave5> yeah
[22:21:11] <DandelionGames> but I'm kind of feeling like I just learned a new magic trick
[22:21:43] <dave5> same
[22:22:13] <dave5> with help from xoppa today I learnt a good deal of stuff
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[22:23:04] <dave5> a very simple shader mod can transform a very flat game in seconds
[22:27:00] <monsieur_h> haaaa shaders...
[22:27:03] <DandelionGames> Yeah, shaders are magic
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[22:27:38] <dave5> indeed
[22:27:47] <monsieur_h> Obscure dark magic, when you have to write/debug them
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[22:28:50] <dave5> haha yeah
[22:28:56] <dave5> i had a slight bug today
[22:29:25] <DandelionGames> I'm one of those System.out guys so if a shader doesn't work I'm screwed :p
[22:29:27] <dave5> took me a while to fix it
[22:29:59] <dave5> end results though https://drive.google.com/file/d/0B--NiSsPBWLFWjU4Y3J4a2NuTkE/view?usp=sharing
[22:30:17] <monsieur_h> DandelionGames: even if you were a "debugger" type (as opposed to logger) you would be in the same trouble
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[22:30:41] <dave5> that road was just flat and straight before the mod
[22:30:47] <dave5> boriiiiiiiiiing
[22:31:00] <monsieur_h> Do you have a video of it without the shader ?
[22:31:11] <DandelionGames> I know, I had some issues to sort out at one point... I remember it was not easy to find a way to debug the issue... but I mostly rely on other people's shaders to get things done
[22:32:00] <DandelionGames> the shader is 'bending' the road basically?
[22:32:08] <dave5> monsieur_h if you can see when then road is straight, that is what it was like
[22:32:53] <DandelionGames> I'd have probably just gone iwth bending the geometry... because that'd be straight forward to me... but the shader approach is probably the smarter way to do it
[22:33:21] <dave5> that was my first thought too
[22:33:23] <monsieur_h> Plus, the shader output is smoother
[22:33:49] <dave5> but then trying to put that geometry together would be a nightmare
[22:33:59] <DandelionGames> so what I'm getting here is, I should do most of the work the hard way, then get xoppa to fix it, and that's how polish happens?
[22:34:10] <dave5> yes
[22:34:18] <dave5> xoppa is the polish king
[22:34:19] <DandelionGames> I can system out the vertexes, I can make the gemotry work!
[22:34:26] <monsieur_h> I'm actually going to need a shader to curve my scene as well. Like your road does, but only on y axis. The idea is to fake a perspective when I actually have simple isometric graphics
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[22:36:19] <monsieur_h> So if you have any hint/clue feel free to share, I'll bookmark it
[22:37:42] <DandelionGames> that pull my tongue is both inspiring and depressing all in one
[22:37:47] <dave5> http://answers.unity3d.com/questions/288835/how-to-make-plane-look-curved.html
[22:38:00] <dave5> monsieur_h ^
[22:38:17] <dave5> haha dandelion_h
[22:38:22] <dave5> oops
[22:38:28] <dave5> i need a rest
[22:40:34] <monsieur_h> dave5: Thank you so much. So I basically have to replace z by y and I should be good
[22:40:46] <monsieur_h> That's a huge time saver and now I want to try it and I won't sleep
[22:41:02] <monsieur_h> My boss will thank you for the productivity boost tomorrow :P
[22:41:21] <DandelionGames> I try not to mention the 4 am coding spree to my day job
[22:41:55] <monsieur_h> I don't mention it to my boss, by I have daily indie standups at my office
[22:42:00] <monsieur_h> So I guess it's fine
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[22:45:41] <bazola> anyone using ScreenViewport much?
[22:51:21] <DandelionGames> what's an indie standup?
[22:51:56] <monsieur_h> It's just 5-6 employees having a regular standup meeting about their indie projects.
[22:52:14] <monsieur_h> 5 minutes each morning "Yesterday I coded X, tomorrow I'll code Y"
[22:52:29] <monsieur_h> and every friday is "build day" we show our progress to each other
[22:52:31] <DandelionGames> ah, I've pretty much always been the only programmer at every job I've ever had...
[22:53:05] <sreich> what's your normal day job?
[22:53:24] <DandelionGames> I've been working for a backing company for a law firm, building law office management software
[22:53:46] <monsieur_h> Ouch
[22:53:50] <DandelionGames> but the boss had medical issues and finally retired before ever actually marketing it
[22:54:23] <DandelionGames> so about 9 months ago the ownership went to his daughter (of the firm he backed), those were the only 2 companies using the software
[22:54:49] <DandelionGames> now I'm being transitioned to the other company which ain't all bad, I get to work from home, but it's also a slow layoff kind of deal
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[22:55:58] <DandelionGames> I'll probably make about double what I was, for a couple months followed by presumably finding another job (or you know, hittin the mobile lottery but most likely it's finding a new job)
[22:57:25] <monsieur_h> What kind of jobs are you looking for ?
[22:57:51] <monsieur_h> Obviously dev, but in what field?
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[23:02:23] <DandelionGames> oh, I'm not really looking yet
[23:02:46] <DandelionGames> I probably should be but I'm set to fly to the philippines for 3 weeks in feb so it's kind of a bad time to try to find a new job
[23:03:19] <DandelionGames> also, hoping to get some degree of success from my childrens book thing, somewhat of a steady income even if it is small can go a long ways
[23:03:20] <dave5> spend that time making the next pull my tongue, be quick before he finishes :D
[23:03:41] <DandelionGames> the depressing part about that game is he's both a good artist and better programmer than me :p
[23:03:50] <dave5> indeed
[23:03:51] <DandelionGames> I bet he's only been workin on that for 3 weeks :p
[23:03:56] <dave5> haha
[23:03:58] <dave5> yeah
[23:04:10] <dave5> some people are just born with certain skills
[23:04:22] <DandelionGames> ugh, it really is 3 weeks isn't it?
[23:04:23] <dave5> others struggle along doing what they can
[23:04:35] <DandelionGames> none of my good ideas are simple
[23:04:41] <dave5> what ideas
[23:05:02] <DandelionGames> well, actually I was thinking a multiplayer pong game would be pretty awesome but it very very quickly got away from simple but I did figure I could release it at a very basic state
[23:05:26] <dave5> network play or split screen?
[23:05:40] <DandelionGames> prob my oldest favorite is a game where you collect body parts off monsters and kind of mr potatohead yourself your own monster with diff abilities based on the parts
[23:05:45] <DandelionGames> that woulda been network
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[23:06:05] <DandelionGames> that was why I built the platform lib similar to what spine does
[23:07:28] <sreich> monsieur_h: what's yiour day job?
[23:07:30] <DandelionGames> that's still on the moderately simple side though, I'm kind of an idiot in determining how long things will take
[23:08:35] <DandelionGames> btw, if I do start lookin for a job, basically anything that says java on it will get a copy of my resume, but almost anything techie I have reasonable skills in and can self train whatever else I need
[23:08:52] <monsieur_h> sreich: I'm a server-side gamedev but the tasks I'm working on those days are boring as hell
[23:09:04] <DandelionGames> O'reilly auto parts seems to always be advertising jobs that look like they match my existing skills so there is that :p
[23:09:42] <DandelionGames> Most of today I was correcting word documents where people used spaces instead of tabs and similar stuff... I'm all around handy :p
[23:09:51] <DandelionGames> (and a cheap date I guess)
[23:10:50] <DandelionGames> so it's tedious boring stuff, but I do get to work in my underwear and listen to innappropriate for office music...
[23:12:50] <monsieur_h> You do all this from home ?
[23:13:02] <DandelionGames> I do now
[23:13:26] <DandelionGames> the new owners who are no longer the owners (but wanted to keep me handy) are in a diff state
[23:13:32] <monsieur_h> Better than nothing. I suppose hope you have some spare time to code your prototypes ?
[23:13:41] <monsieur_h> When nobody's asking for something
[23:14:15] <DandelionGames> yeah, basically my schedule isn't any diff as a result of my work changes yet, I been doing a lot of coding from about 10pm to 2am (aka when my daughter is in bed)
[23:15:15] <DandelionGames> that's part of why I don't want to look for a job just yet... I'm kind of hoping I can get my games stuff going (even though games stuff is really books now, the point is steady income from not my day job)
[23:15:56] <monsieur_h> Do you have a schedule/communication plan ?
[23:16:12] <monsieur_h> From the people I know who succeded, it's the most important (sadly)
[23:16:36] <DandelionGames> Schedule for releases/promotion?
[23:17:25] <monsieur_h> Schedule for forcing you self to stop adding features at some points
[23:17:38] <monsieur_h> And communication plan to let people know about your game
[23:18:08] <DandelionGames> Well, I know what has to be done to call it done, don't worry, I won't make it too good... but I don't have a good way to let people know about my game
[23:18:27] <DandelionGames> (and game being used loosely here)
[23:18:38] <monsieur_h> I know
[23:19:01] <monsieur_h> But even if your game's the best, if nobody knows about it, you can't reallistically expect to earn much from it
[23:19:16] <DandelionGames> I've been gettin good feedback from those who've seen it, so I'm hoping it'll spread fairly easily
[23:19:18] <monsieur_h> That's the advice I was given. Makes some sense though
[23:19:38] <DandelionGames> and that's why I plan to release a few totally free, no ads or anything, other than a credits screen at the end basically
[23:19:46] <monsieur_h> You gotta reach a "critical mass" for your public to grow organically
[23:20:16] <DandelionGames> marketing is critical, but it's also a full time job and it's not that easy to do anymore without a budget
[23:20:30] <monsieur_h> sadly true
[23:20:49] <monsieur_h> and it's boring as hell. I can spend a night coding, but marketing/promoting ? no way !
[23:21:10] <DandelionGames> I've gotta go for a walk with my daughter, but the marketing plan is to release a hopefully large number of individual book apps in a short time that people like enough to tell their friends, at least from within my facebook group of friends anyway
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[23:21:22] <DandelionGames> my only big success I burned out from the marketing of it
[23:22:12] <monsieur_h> What do you mean "burned out " ?
[23:22:19] <DandelionGames> kind of wish I had stuck to game dev at the time but building a search engine seemed like a good idea :p
[23:22:46] <monsieur_h> woosh
[23:22:48] <DandelionGames> I got sick of doing anything related to the game... might not have been just the marketing but that was my main focus for a long time so maybe
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[23:23:31] <DandelionGames> infoseek was still a thing and google was not particularly dominant, but also the guy I was working with was satan so you know, checks and balances
[23:24:39] <monsieur_h> hard
[23:24:46] <monsieur_h> Have a nice walk btw
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[23:29:01] <karkoon> Hi. Do HTML versions only work in Fireforx/
[23:29:29] <monsieur_h> karkoon: Hi
[23:29:42] <monsieur_h> AFAIK it does
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[23:29:43] <karkoon> Do HTML versions of games only work in Firefox? I can't open them in Chrome, IE, Edge. And in Firefox I can't use arrow keys.
[23:29:49] <karkoon> monsieur_h: ok
[23:29:56] <monsieur_h> Ho, I read you wrong
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[23:30:12] <monsieur_h> No it should work in Firefox, as well as in others
[23:30:18] <karkoon> weird
[23:30:23] <monsieur_h> I remember having it working in Chromium
[23:31:17] <karkoon> ... and can you think of anything why I can't use arrow keys in Firefox? :P
[23:31:26] <karkoon> UP and DOWN only
[23:31:45] <karkoon> new version of Dwarf Fortress!
[23:32:45] <dave5> does the app have focus
[23:33:17] <karkoon> dave5: I can use the other buttons - left and right;
[23:33:24] <karkoon> Keys*
[23:34:44] <karkoon> So I think it has focus.
[23:36:30] <monsieur_h> Do you have a scrollbar on your right in Firefox ?
[23:36:53] <monsieur_h> Maybe FF steal the input to try to scroll somehow (sounds weird, but you never know)
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[23:37:13] <karkoon> monsieur_h: no, but you may be on something
[23:37:23] <karkoon> I don't know what but it is good thinking
[23:38:11] <karkoon> monsieur_h: the game reacts
[23:38:22] <karkoon> but differently than in the desktop app
[23:38:38] <karkoon> and it reacts for DOWN and UP
[23:38:47] <karkoon> but it reacts wrong
[23:38:49] <karkoon> somehow
[23:41:03] <dave5> do you have a link to it
[23:41:07] <dave5> so we can test
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[23:42:10] <karkoon> no, sorry
[23:42:16] <karkoon> I don't even have a hosting
[23:42:34] <dave5> zip file?
[23:43:02] <karkoon> ok
[23:43:03] <dave5> not sure if the generate html is an iframe?
[23:43:12] <dave5> if so you may lose focus
[23:43:51] <karkoon> it is a canvas if I'm reading it right
[23:46:20] <karkoon> dave5: is mediafire still a good file hoster lol?
[23:46:38] <karkoon> i need to login, so no
[23:47:56] <dave5> i just use google drive
[23:52:36] <karkoon> dave5: https://drive.google.com/file/d/0B2EqVJ8LAb1HY2EwNmRHVUR5bEU/view?usp=sharing
[23:52:51] <karkoon> I'm wondering if it is suppoused to be that big.
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[23:58:47] <dave5> i just get a button that looks like a refresh image
[23:58:49] <dave5> ?
[23:59:08] <karkoon> and that's what I get in IE Chrome etc
[23:59:12] <karkoon> but in Firefox
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   December 1, 2015  
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