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[01:52:29] <isdera> talkative group tonight
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[02:36:26] <isdera> is euclidean length of a Vector3 the same as it's magnitude?
[02:37:57] <myke> yes
[02:41:21] <isdera> how would you multiply a Vector3 by -1 (to find the opposite direction)?
[02:44:22] <myke> multiply it by the scalar -1
[02:45:13] <myke> [ x, y, z ] => [ -x, -y, -z ]
[02:45:26] <myke> that's the power of an orthogonal basis
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[02:56:53] <isdera> how do you get the rotation of a PerspectiveCamera around the Y axis?
[02:57:57] <isdera> it's camera.transform.getRotation gives a quaternion. then what?
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[03:00:36] <isdera> oh maybe it's camera.transform.getAngleAround(Vector3.Y)
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[03:06:56] <isdera> how do you get a PerspectiveCamera's transform? the method transform(Matrix4) returns void
[03:12:10] <isdera> i just want my FPS gun to face the same direction the camera faces
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[03:34:15] <monsieur_h> Can't you rotate with a quaternion ?
[03:35:24] <monsieur_h> isdera: ^
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[04:23:27] <pyroMechanical> hello everyone!
[04:23:29] <pyroMechanical> I have a question
[04:23:42] <pyroMechanical> I've been using A* to calculate paths and that's working great
[04:24:14] <pyroMechanical> but does anyone have a technique so that I can eliminate non-essential nodes and use the bare minimum of movements in a non-tile world?
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[05:21:00] <barodapride> has anyone here read "Programming Game AI by Example" by Mat Buckland?
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[06:12:44] <pyroMechanical> hey, can someone help me out on this? I've got a set path I want characters to follow, but I want them to follow it in the shortest possible path
[06:13:02] <pyroMechanical> so it moves to the furthest point that it can see
[06:22:26] <myke> by "path" do you mean a set of connected nodes they can move between?
[06:23:26] <pyroMechanical> yes
[06:23:29] <pyroMechanical> well, sorta
[06:23:48] <pyroMechanical> a set of connected nodes that have a value, that being either closer or further away from the 'goal'
[06:24:00] <myke> yep so this is graph theory
[06:24:13] <pyroMechanical> I tried using raycasting but my enemy kept getting stuck :
[06:24:14] <pyroMechanical> :/
[06:24:14] <myke> there are algos for shortest path with weights
[06:24:29] <pyroMechanical> I mean, I'm using A*
[06:24:37] <pyroMechanical> the graph part is done
[06:24:55] <pyroMechanical> what I need is to find the shortest path through those nodes, with a character able to ignore the grid
[06:26:03] <myke> i'm assuming you're statically making sure all paths are collision free
[06:26:05] <myke> in which case
[06:26:24] <myke> probably start with dijkstra
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[06:29:41] <pyroMechanical> I guess I should rephrase my problem
[06:30:07] <pyroMechanical> I already have an a* implementation, and it gives me a series of points arranged from closest to furthest from the goal
[06:30:44] <pyroMechanical> I'm trying to convert that information into a useful way for the AI to traverse a world without having to go from node to node, taking odd angles and walking funny.
[06:30:53] <LiquidNitrogen> you should just be able to raycast to each subsequent node checking if the ray is passible, and if its not then your next node is the last one which was passible
[06:32:20] <pyroMechanical> I tried that, and it sort of works
[06:32:22] <myke> why are they getting stuck with raycasting?
[06:32:36] <myke> you're doing a cast on the sides to establish a clear channel?
[06:32:41] <pyroMechanical> most likely because they have a size greater than zero
[06:32:55] <pyroMechanical> and because I, for some reason, haven't been able to get a consistent cast to both sides
[06:33:03] <pyroMechanical> I don't really know what I've been doing wrong to have those problems, though.
[06:33:25] <myke> why not draw the rays in debug and see what happens?
[06:35:46] <pyroMechanical> is there a good way to get rays to draw?
[06:35:47] <LiquidNitrogen> draw them with shape renderer
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[06:38:13] <pyroMechanical> I'm ending up with a weird issue that might be the cause
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[06:39:40] <pyroMechanical> for some reason, the calculated rotation is jittering randomly back and forth for no reason
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[06:40:32] <LiquidNitrogen> pyroMechanical: if your map is a grid you can surely get adequate results using a bresenham line algo for the rays
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[06:43:33] <pyroMechanical> I've just been using the world.raycast method
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[06:49:37] <LiquidNitrogen> i dunno what that even is heh.
[06:50:28] <LiquidNitrogen> when ive done that stuff i either use a line algo against the tile map, or test a set of lines with a lineIntersectLine function
[06:53:49] <pyroMechanical> oh, it's a box2d thing
[06:54:09] <pyroMechanical> it's reliable, in my experience
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[06:55:28] <pyroMechanical> hmm, weird
[06:55:36] <pyroMechanical> they get stuck on corners, until another enemy pushes them
[06:55:40] <pyroMechanical> then they get back on track
[06:56:56] <pyroMechanical> weird
[06:57:42] <LiquidNitrogen> is it only corners?
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[06:59:26] <pyroMechanical> yeah only corners
[06:59:39] <pyroMechanical> even though I got rid of the heuristic for diagonals, so they shouldn't be
[07:00:58] <pyroMechanical> and once they swarm up some of them see the right path and push the others
[07:01:04] <pyroMechanical> so they, too, get on the right path
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[07:14:45] <pyroMechanical> :S I'm really stuck on this, it's been a couple days that I've been working solely on pathfinding
[07:15:20] <LiquidNitrogen> is the world.raycast working on the tile map or on actual box2d geometry?
[07:16:33] <LiquidNitrogen> pyroMechanical: if its working per tile.. it could be cutting corners, but if its working against geometry then im not sure
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[07:17:31] <pyroMechanical> it's working with geometry
[07:17:38] <pyroMechanical> but the geometry is identical to the tile map
[07:18:27] <LiquidNitrogen> so you do have to cast 2 rays.. one from each side of the moving object
[07:19:09] <LiquidNitrogen> to points either side of the target
[07:19:55] <LiquidNitrogen> bbl
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[07:36:57] <pyroMechanical> yeah
[07:37:00] <pyroMechanical> that's what I have been doing
[07:37:05] <pyroMechanical> still get caught T_T
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[08:22:26] <lvGdx> Hello friends
[08:22:29] <lvGdx> Good day
[08:24:44] <lvGdx> Any body to help?
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[08:56:51] <Ashiren> hm?
[08:56:58] <Ashiren> maybe ask the actual question
[08:57:14] <lvGdx> sockets are not working for me
[08:57:47] <lvGdx> i'm running it as a desktop app
[09:01:31] <TEttinger> so... networking is a case where there are many points of failure
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[09:02:18] <TEttinger> your computer, the other player's computer, either of your firewalls on the software of your computer, the firewalls on your network hardware like routers...
[09:02:36] <TEttinger> what isn't working, be specific
[09:03:00] <Ashiren> the software
[09:03:14] <TEttinger> hehe
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[09:14:08] <lvGdx> the message isn't delivering, i tried whole day, yesterday
[09:14:42] <lvGdx> just got this exception again
[09:14:43] <lvGdx> com.badlogic.gdx.utils.GdxRuntimeException: Error making a socket connection to 10.10.10.239:9021
[09:15:03] <lvGdx> how to fix firewall issue?
[09:15:11] <lvGdx> or check if its the cause
[09:16:42] <lvGdx> please note that is the ip of the device the app is running on. 10.10.10.239
[09:17:13] <lvGdx> Running the app again showing this exception
[09:17:14] <lvGdx> com.badlogic.gdx.utils.GdxRuntimeException: Cannot create a server socket at port 9021.
[09:17:22] <lvGdx> Caused by: java.net.BindException: Address already in use: JVM_Bind
[09:17:29] <lvGdx> at ServerSocket serverSocket = Gdx.net.newServerSocket(Net.Protocol.TCP, 9021, serverSocketHints);
[09:17:52] <lvGdx> TEttinger: Ashiren
[09:17:57] <Ashiren> try other port
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[09:23:29] <smelC> hi fellows
[09:23:32] <lvGdx> Ashiren: if i don't specify any ip address in Socket socket = Gdx.net.newClientSocket(Net.Protocol.TCP, textIPAddress.getText(), 19021, socketHints);
[09:23:45] <lvGdx> this code Socket socket = serverSocket.accept(null); // Read data from the socket into a BufferedReader BufferedReader buffer = new BufferedReader(new InputStreamReader(socket.getInputStream()));
[09:23:51] <lvGdx> does works for the first time only
[09:23:54] <lvGdx> :/
[09:24:11] <lvGdx> Hey smelC how are you doing bruh
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[09:26:26] <Ashiren> lvGdx: well you dont close the connection or clean up resources afterwards
[09:26:40] <Ashiren> and the socket will be taken likely until you resart the system/phone
[09:27:26] <lvGdx> Ashiren: how should i close the connection
[09:28:02] <TEttinger> ok it looks like the address already being open is the problem, check ServerSocket's docs or API
[09:28:56] <Ashiren> i.e. socket.close() or its input/ouput stream.close()
[09:29:05] <Ashiren> but normally ystsem should close the socket when program exits
[09:29:40] <TEttinger> yeah, I just checked it, that's a little odd
[09:29:54] <TEttinger> it's possible this may be in the android backend
[09:30:04] <lvGdx> Ashiren: serversocket doesn't have any close() method
[09:30:13] <TEttinger> much of the network stuff probably needs to change internally, to keep it clean for lib users
[09:30:20] <lvGdx> right now i'm testing it as a desktop app
[09:31:18] <lvGdx> its very old, this guy don't reply to comments any more
[09:31:34] <lvGdx> Please help
[09:31:54] <TEttinger> oh!
[09:32:02] <TEttinger> is the socket assigned to a static field?
[09:32:04] <lvGdx> Where do i find there guys Author: mzechner, noblemaster
[09:32:19] <lvGdx> They wrote ServerSocket, may be they know
[09:32:25] <lvGdx> these*
[09:32:26] <TEttinger> static fields last too long for this use
[09:32:36] <lvGdx> NO static
[09:32:37] <lvGdx> ServerSocketHints serverSocketHints = new ServerSocketHints();
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[09:32:50] <lvGdx> sorry
[09:32:51] <TEttinger> there's a timeout of 0, which means I think it never closes
[09:32:52] <lvGdx> \ ServerSocket serverSocket = Gdx.net.newServerSocket(Net.Protocol.TCP, 19021, serverSocketHints);
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[09:33:27] <lvGdx> serverSocketHints.acceptTimeout = 0;
[09:33:34] <lvGdx> The SO_TIMEOUT in milliseconds for how long to wait during server.accept(). Enter 0 for infinite wait.
[09:33:41] <lvGdx> Socket socket = serverSocket.accept(null);
[09:33:42] <TEttinger> I think the GDX net stuff is barely used outside of other libs that handle this, like KryoNet
[09:34:18] <lvGdx> but this is pretty simple example, shouldn't it work?
[09:34:25] <TEttinger> I'm not sure how the net code in libgdx is meant to be used
[09:34:27] <TEttinger> and also
[09:34:28] <TEttinger> no
[09:34:38] <TEttinger> simple and network are not things that go together
[09:35:14] <lvGdx> serverSocketHints.acceptTimeout = 0; if i used something greater than 0, will it close the server connection after the time elapse?
[09:35:22] <lvGdx> or its just the listening time?
[09:36:02] <TEttinger> I think that's how long it will try to accept before rejecting a request that took too long ( like if the phone turned off)
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[09:39:53] <lvGdx> TEttinger: okey let me try kryonet and see if it works
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[09:40:06] <lvGdx> Thanks Ashiren and TEttinger
[09:40:29] <TEttinger> you may need to close an old or cached process on your phone/tablet that thinks it's connected still
[09:40:44] <TEttinger> that happens to me with actual professional apps all the time, like Spotify
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[09:45:33] <[AD]Turbo> ciao all
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[09:50:47] <lvGdx> you mean killing the process on phone? how do you do that with desktop launcher window?
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[09:57:43] <TEttinger> oh nvm
[09:58:01] <TEttinger> I missed you are running it on desktop, just closing the app should be OK
[09:58:22] <TEttinger> if that doesn't end the socket being open, whatever task manager your OS has should be able to find it
[09:58:37] <TEttinger> windows uses ctrl-shift-esc as a quick way to open tasks
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[09:59:01] <TEttinger> heh, hey lvGdx
[09:59:16] <lvGdx_> Yes
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[10:14:02] <TEttinger> superradish1, hey, that name sounds familiar. were you working on a game that had a guy with a sword fighting rats? and had nice animation?
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[10:58:17] <kjempff> any danish libgdx programmers here ? a game developer in Randers(Denmark) are looking for a freelancer for a 2 month project, and I am on another project at the moment
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[11:18:58] <iliyan> hey
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[11:26:56] <TEttinger> kjempff: I like danishes, they're a good breakfast food
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[11:28:39] <blotunga> ok, I really don't understand how ScalingViewPort works
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[11:33:14] <LiquidNitrogen> how it works or how to use it?
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[11:39:15] <blotunga> how to use it then
[11:39:33] <blotunga> so for example I have a window of 1024x768
[11:39:54] <blotunga> but my GUI is designed for 16:9 so I'd like to put some black bars
[11:40:13] <blotunga> that means that the actual resolution would be 1024x576
[11:40:44] <blotunga> so I create new ScalingViewport(Scaling.fillX, 1024, 576) which should do the trick
[11:40:51] <blotunga> but it actually stretches the thing
[11:40:55] * blotunga scratches head
[11:41:56] <LiquidNitrogen> perhaps just use a FitViewport instead. itll do that
[11:42:53] <blotunga> nope
[11:42:58] <blotunga> same thing happens
[11:45:10] <LiquidNitrogen> stretching vertically?
[11:46:48] <blotunga> yes
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[11:47:03] <LiquidNitrogen> FillViewport will stretch it.. but Fit should leave black bars
[11:47:15] <lvGdx> Where do we add kryo jar in libgdx project?
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[11:47:20] <lvGdx> put*
[11:47:57] <lvGdx> TEttinger3:
[11:49:31] <lvGdx> Any one else?
[11:51:37] <LiquidNitrogen> lvGdx: when i used it, it appears i put it in core/libs/
[11:52:50] <LiquidNitrogen> uh.. but theres also another folder of kryo parts in my actual game directory. idk sorry
[11:54:15] <lvGdx> putting kryonet-2.2.1-all.jar inside core/libs doesn't seem to works
[11:55:18] <lvGdx> i can't import Kryo, Server, client class
[11:56:09] <LiquidNitrogen> all the things in with my game code are actual .java files.
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[11:57:04] <LiquidNitrogen> theres a variety of .jar files in core/libs related to kryo
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[11:57:54] <LiquidNitrogen> i followed a tutorial on youtube to learn how to use it, but i dont remember much about it now
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[12:04:46] <lvGdx> yeah thats same
[12:12:32] <lvGdx> may be Tomski knows how to add jars in libgdx?
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[12:13:58] <LiquidNitrogen> speed dial?
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[12:21:47] <lvGdx> Thanks Tomski
[12:21:51] <lvGdx> this was the line
[12:21:52] <lvGdx> dependencies{ compile fileTree(dir: 'libs', include: '*.jar') }
[12:22:07] <lvGdx> and i was assuming gradle add this as default.
[12:22:54] <lvGdx> Tomski: i able to access the Kryo classes inside my AndroidLauncher but unable to do so in my class extending ApplicationListener
[12:23:17] <Tomski> You didnt put the dependency in the right directory
[12:23:59] <lvGdx> i putted it inside android/libs
[12:26:32] <lvGdx> Tomski: where should i put it?
[12:26:45] <Tomski> did you actually read the whole wiki?
[12:27:49] <lvGdx> Tomski: Sorry it was too long, just read the part where we can add jars
[12:27:57] <lvGdx> let me do that
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[12:30:51] <Ashiren> tl;dr
[12:32:25] <lvGdx> Tomski: i did added compile fileTree(dir: 'libs', include: '*.jar') inside core dependency, is that what you want me to do?
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[12:41:25] <lvGdx> Tomski: okey sorry
[12:41:38] <lvGdx> i need to put that inside core only
[12:41:51] <lvGdx> jar i mean
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[12:50:51] <blotunga> lvGdx: any reason not to use Kryo with gradle?
[12:51:53] <lvGdx> blotunga: just don't to waste my downloaded jar :P
[12:52:32] <blotunga> lvGdx: dependencies { ... compile "com.esotericsoftware:kryo:$kryoVersion" .. }
[12:52:43] <blotunga> it works like a charm for me
[12:53:19] <lvGdx> it would download the jar from the repo i beleive
[12:53:33] <lvGdx> or will it use the jar inside my libs?
[12:53:33] <LiquidNitrogen> are you on mobile data too?
[12:53:49] <lvGdx> No i'm on wifi
[12:54:28] <lvGdx> that was being said on a lighter note ;)
[12:55:05] <lvGdx> blotunga: Tell me bruh?
[12:55:45] <blotunga> lvGdx: put the compile line into your build.gradle, in the corresponding sections
[12:56:50] <blotunga> kryoversion is defined above to 4.0.0
[12:57:05] <blotunga> kryonet can be done similarly
[12:58:03] <lvGdx> blotunga: i already had success using the jar
[12:58:08] <blotunga> ah
[12:58:08] <blotunga> ok
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[12:58:19] <lvGdx> <blotunga> lvGdx: dependencies { ... compile "com.esotericsoftware:kryo:$kryoVersion" .. } [15:52] <blotunga> it works like a charm for me [15:53] <lvGdx> it would download the jar from the repo i beleive [15:53] <lvGdx> or will it use the jar inside my libs?
[12:58:20] <blotunga> i just don't like doing things manually
[12:58:32] <lvGdx> blotunga: please answer this
[12:58:38] <blotunga> it would use the jar from the repo
[12:58:46] <blotunga> but it would download it only once
[12:59:04] <blotunga> or you have a custom version?
[12:59:25] <lvGdx> yeah but i think gradle should be smart, if we already have putted the jar inside libs then it shouldn't download it again
[12:59:51] <blotunga> it has to put it inside its own cache i think
[13:00:00] <lvGdx> normal version
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[13:08:42] <X-Ray-Jin> hey everybody :D
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[13:13:05] <Tomski> lvGdx: no, that is a file dependency
[13:13:09] <Tomski> not a maven dependncy
[13:13:15] <Tomski> using fileTree is not going to download anything
[13:13:30] <Tomski> it says, I have a jar in this file structure, please use it as a depedency
[13:14:13] <lvGdx> Tomski: yes i got it, blotunga was reffering this way compile "com.esotericsoftware:kryo:$kryoVersion" .
[13:14:28] <lvGdx> that's why i asked will it still download or use the file
[13:15:47] <Tomski> It will download the version of that artifact
[13:17:05] <lvGdx> yes that what i had the concept
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[13:37:23] <lvGdx> Anyone having experience in Kryonet?
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[14:31:50] <lvGdx> Any one with experience in kryonet?
[14:33:24] <lvGdx> Tomski: don't tell me you also have experience in Kryo
[14:34:15] <Tomski> sure
[14:34:25] <lvGdx> :)
[14:34:35] <lvGdx> Exception in thread "Server" java.lang.NoSuchMethodError: com.gamefromscratch.graphicsdemo.NetworkingDemoKryo$SomeRequest: method <init>()V not found
[14:41:07] <lvGdx> Tomski:
[14:43:27] <Tomski> pasatebin your code
[14:45:47] <Tomski> Doesnt work
[14:47:45] <Tomski> my dns is borked :/
[14:47:55] <Tomski> Try not using an inner class for your request
[14:47:59] <Tomski> or maaking it a static inner class
[14:48:49] <cackling_ladies> had a job that called for .net
[14:49:02] <cackling_ladies> VS literally took more than half a day to install itself
[14:49:06] <cackling_ladies> why...
[14:49:32] <lvGdx> Tomski: paste not opening for you?
[14:49:44] <lvGdx> what does dns has to do with inner class?
[14:50:05] <Tomski> I cant see the link because my dns is broken
[14:50:20] <Tomski> cackling_ladies: use vs code
[14:50:52] <cackling_ladies> Tomski, what do ya mean?
[14:51:19] <Tomski> visual studio code
[14:52:29] <lvGdx> Tomski: so how am i supposed to share code with you :(
[14:52:37] <Tomski> did you try what i said?
[14:52:41] <Tomski> It will fix itself in a bit
[14:52:50] <Tomski> (my dns resolving that is)
[14:53:09] <lvGdx> okey let me make it static
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[14:54:05] <cackling_ladies> Still have no idea what you mean
[14:54:30] <Tomski> cackling_ladies: its an application
[14:54:42] <cackling_ladies> yes, it is.
[14:57:48] <lvGdx> Tomski: even i pass empty ip to client, the server is still receiving the data/
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[15:02:35] <lvGdx> Tomski: okey mate. Time to leave. Hopefully talk to you tommorow
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[15:02:39] <lvGdx> Take care
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[19:36:07] <my_twig> So I've discover that if you use a shaperenderer to render shapes during your batch call, anything you call afterwards doesn't appear
[19:36:27] <my_twig> I tried using a batch.flush() before I called my following draw, but that didn't seem to really do anything
[19:36:33] <my_twig> I was wondering why that was?
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[19:40:35] <intrigus> You are probably doing something like this: batch.start() shape.start() shape.end() batch.end() . You can't draw with a shaperenderer, while a batch is started. You'd have to end your batch before you start the shaperenderer
[19:42:41] <my_twig> Oh! When I read up on the shaperenderer, I thought it was meant to function within the batch begin-end block
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[20:14:27] <braxma> im create a Model width two textures front and back, but texture on second side not render. Who knows this problem?
[20:14:47] <myke> even when it's rotated toward the camera?
[20:15:30] <braxma> yes
[20:15:31] <myke> and you're sure you defined the face so it's outwards?
[20:16:04] <braxma> int attributes = VertexAttributes.Usage.Normal | VertexAttributes.Usage.Position | VertexAttributes.Usage.TextureCoordinates; ModelBuilder builder = new ModelBuilder(); builder.begin(); MeshPartBuilder partBuilder = builder.part("part", GL20.GL_TRIANGLES, attributes, new Material("atlas", TextureAttribute.createDiffuse(professionsAtlas.findRegion("front").getTexture()), ne
[20:17:07] <braxma> i define both side
[20:17:20] <braxma> partBuilder.setUVRange(professionsAtlas.findRegion("front"));
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[20:17:26] <braxma> partBuilder.rect(0f,0f,-0.02f, 0f,2.73f,-0.02f, 2f,2.73f,-0.02f, 2f,0f,-0.02f, 0,0,1);
[20:17:30] <braxma> partBuilder.setUVRange(professionsAtlas.findRegion("back"));
[20:17:34] <braxma> partBuilder.rect(0f,0f, 0.02f, 0f,2.73f, 0.02f, 2f,2.73f, 0.02f, 2f,0f, 0.02f, 0,0,-1);
[20:20:20] <braxma> back texture facing same side as front
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[20:29:57] <Xoppa> braxma, flip the horizontal or vertical corners, but not both
[20:30:41] <Xoppa> the order of the corner defines which side is front, the argument names includes the corner it expects
[20:30:49] <Xoppa> *the corner=which corner
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[20:31:45] <braxma> thanks thats work i just do this before answer ))
[20:32:07] <Xoppa> yay! pics or it didnt happen
[20:34:37] <braxma> order define side, but second texture flip, and i must flip it before use, that's fine decision?
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[20:39:18] <Xoppa> if the corners are incorrect then you probably specified the corners incorrect
[20:39:39] <Xoppa> so better specify them correct instead working around it
[20:40:07] <Xoppa> *instead of
[20:41:18] <braxma> thanks
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[22:05:05] <TEttinger> if someone sees LiquidNitrogen come on, you can ask him how he's doing after the rather large earthquake
[22:05:40] <TEttinger> about 9x more powerful than the one that killed several hundred people in Italy not long ago
[22:06:16] <monsieur_h> TEttinger: Where does he lives ?
[22:06:23] <TEttinger> new zealand
[22:06:34] <monsieur_h> :-/
[22:06:34] <TEttinger> south island, very inland
[22:07:01] <TEttinger> he's as inland as you can go before you get to mount taranaki's protected environment area
[22:07:31] <TEttinger> so the tsunami isn't threatening him too much
[22:10:41] <monsieur_h> TEttinger: Maybe not the wave, but the quake itself...
[22:11:52] <TEttinger> yeah, his "house" was not up to earthquake code, but IIRC the roof was hard cardboard, not a risk of collapsing and pinning him
[22:12:52] <TEttinger> he was in the process of building a wilderness home, but I think there wasn't too much that had to be kept secure in place
[22:13:31] <TEttinger> he might have been in town though
[22:13:44] <TEttinger> we may find out later today/tonight
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[23:21:40] <Ammar> Hello , Please i have a question about textButton , how can i scale the Font ? , i have some font ( Bitmap Font ) , i'm trying to scale it and draw with it , it's look fine , but when i try with textButton this doesn't work ( the font.getData().setScale(0.5f) dosn't work ) , any help please ?
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[23:22:47] <bazola> setFontScale is what you are looking for, its in the Label class
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[23:29:16] <raver1975> So I really need to know which way to go: RoboVM or MOE? We're $1.2 million into our libgdx project and running out of runway...
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[23:30:17] <jeffol> christ
[23:31:02] <Tomski> raver1975: robovm oss
[23:31:04] <raver1975> at this point we need to pick one IOS backend and do tons of development on it.. I hate to pick wrong
[23:31:53] <Tomski> Not really much of a pain to support both though
[23:32:11] <raver1975> it is when the dev costs are ~ $300,000
[23:32:15] <Tomski> Pretty similar in terms of writing platform specific anad native bridges
[23:32:23] <Tomski> who is charging you 300 grand?
[23:32:35] <Tomski> Its pretty much the same API
[23:32:41] <Tomski> Even the native bridge is very similar
[23:33:04] <raver1975> I can't really go into details.. that's the estimated price to finish off one of the backends... there's lots of native integrations
[23:33:33] <raver1975> what happens when Apple demands bitcode support?
[23:33:35] <Tomski> How much?
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[23:35:17] <Tomski> Depends when they ask
[23:35:44] <Tomski> ANd if
[23:36:18] <Ammar> bazola: thanks :)
[23:36:42] <Tomski> MOE has experimental bitcode support apparently, haven't seen it though
[23:37:18] <Tomski> Robovm oss may end up supporting, but its free dev time it depends on what people can/will contribute
[23:37:42] <raver1975> It's such a hard decision
[23:37:43] <Tomski> Either way, if apple demands it, many solutions, not just java based will be screwed
[23:37:52] <bazola> no problem
[23:37:53] <Tomski> How much platform specific code is there?
[23:38:21] <raver1975> $300,000 worth :)
[23:38:28] <Tomski> That doesn't mean anything
[23:39:13] <raver1975> I'm not really sure why it's so much.. we're working with high priced consultants
[23:39:34] <raver1975> but there's a bunch of native - < libgdx interop
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[23:40:44] <Tomski> Natives that work on ios aren't different with MOE/robovm
[23:40:51] <Tomski> So there is no extra work there
[23:41:01] <raver1975> well, what the hell
[23:41:11] <Tomski> The onyl extra work is interfacing with the ios bindings
[23:41:20] <Tomski> Which is slightly different on each platform, different package names
[23:41:33] <raver1975> slightly different? but mostly the same?
[23:41:42] <Tomski> And slightly different versions of native bridges
[23:41:58] <raver1975> why do you recommend RoboVM then?
[23:42:35] <raver1975> I'm kinda leaning towards MOE because they have paid developers working on it still
[23:43:00] <Tomski> Its a lot easier to work with, its very fast and it produces much smaller artifacts
[23:43:05] <raver1975> I figure RoboVM is dead in the water, but I'm probably wrong
[23:43:41] <Tomski> Its being maintained by us
[23:43:52] <Tomski> But as you said no paid developers, so its freetime only, much like with libgdx itself
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[23:45:19] <Tomski> Hope for MOE to get better, but right now I would suggest robovm. But as I said, its pretty trivial to maintain both in identical fashions
[23:45:28] <Tomski> You can look at the backends for libgdx and see that
[23:45:35] <raver1975> this is such a headache.. I pivoted our whole product to rely on LibGDX instead of HTML and native IOS/Android.. then two weeks later RoboVM was bought and discontinued...that was terrible
[23:48:31] <raver1975> well, thanks for the insight
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[23:57:24] <monsieur_h> raver1975: what's the scope of the project by the way ? I'm curious about paid projects on Libgdx. We don't have that many around here
[23:59:59] <TEttinger> yah