[00:12:10] <Loraunt> Any idea why my android app seems to stall on InetAddress.getByName("my.dns.entry.here.com"); ?
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[00:16:29] <Loraunt> because I copied my android manifest and didn't pull over
[00:16:29] <Loraunt> <uses-permission android:name="android.permission.INTERNET" />
[00:16:33] <Loraunt> thanks all XD
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[00:38:14] <zymo> anyone wanna take a look at my astar graph generator class? I can't figure out whats wrong with it
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[00:46:10] <TEttinger> zymo: sure, is this working with an existing A* implementation?
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[00:46:47] <DenialAdams> Tomski: I got the GLFWCursorEnterCallback working, but I had to do a lot of reflection because I needed access to the Lwjgl3Window from the backend. Perhaps that is a reason that it would be beneficial to implement it in libgdx itself. Anyway, thanks again for your help!
[00:46:54] <zymo> TEttinger: yes
[00:48:13] <Loraunt> Has anyone else used Netty in a libgdx projects? My client and server link up, but when I send a packet from client to server I get io.netty.handler.codec.DecoderException: java.io.StreamCorruptedException: invalid type code: 00
[00:48:57] <TEttinger> yowza, Loraunt. I have steered clear of networking as much as possible
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[00:49:36] <zymo> theres nothing but rock tiles which the pathfinder is supposed to avoid
[00:50:02] <TEttinger> I really need to get a standalone version of my dijkstra-like pathfinder available
[00:50:44] <zymo> it was a pain to implement, and i think it is done correctly but my enemy just steers to my player and doesnt pathfind
[00:51:01] <zymo> i feel like im missing one little line of code or something
[00:51:31] <TEttinger> it looks like you don't have any code that treats rocks as non-connected
[00:51:59] <zymo> what do you mean?
[00:52:48] <TEttinger> well you said the pathfinder should avoid rock tiles, but you still connect rock tiles to their neighbors
[00:53:04] <TEttinger> the nodes still allow you to walk along that connection then
[00:53:49] <zymo> i thought it was connecting all the null cells
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[00:54:35] <TEttinger> I don't know what in your map is null
[00:54:49] <zymo> in the layer, its all null
[00:54:54] <zymo> just a few rocks scattered
[00:54:59] <zymo> and like, one wall to test it
[00:55:12] <TEttinger> does it walk through the wall?
[00:55:43] <zymo> no, my collision stops it
[00:55:48] <zymo> but it wont walk around the wall
[00:55:55] <TEttinger> ah, ok
[00:56:26] <TEttinger> is GraphImp from gdx-ai?
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[00:56:57] <zymo> no, it implements indexedgraph
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[00:57:06] <zymo> which is from gdx-ai
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[00:59:47] <TEttinger> uh... how is getConnections supposed to work there
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[01:01:33] <TEttinger> it should return all the things that this connects to that node, I guess I just don't know what Node does here
[01:04:06] <zymo> its supposed to do just that
[01:04:11] <zymo> i guess theres a logic error
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[01:06:57] <ca3> hello people
[01:07:04] <ca3> rate
[01:09:00] <TEttinger> better than expected, ca3
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[01:09:34] <TEttinger> I give it 1 harambe out of the zoo
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[01:10:13] <TEttinger> zymo: GraphImp.getNodeByXY has an odd thing
[01:10:24] <TEttinger> it looks like you're always getting the node at 0,0
[01:11:02] <TEttinger> not sure if tileWidth is the width of a tile or the number of tiles wide the map is
[01:11:20] <TEttinger> I could be wrong if it's the first one
[01:12:21] <zymo> yes, its the pixel width and height of the tile
[01:12:31] <TEttinger> oh, ok
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[01:12:56] <TEttinger> so the arguments to that, then, are in pixels, right?
[01:13:08] <TEttinger> if they're in tiles already that would be the problem
[01:14:24] <zymo> the arguments are in pixels
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[01:15:39] <TEttinger> so I'm guessing that the issue, as I understand it, is that the whole graph is connected, but there's no way for the pathfinder to know when a collision has blocked the path
[01:16:07] <TEttinger> the simplest solution is to make sure there's no connection to wall or rock or other obstacle cells
[01:16:39] <zymo> i dont see how there could be a connection to rocks
[01:16:46] <zymo> it only adds nodes that are null
[01:17:20] <TEttinger> in GraphGenerator, you have if (target != null) { around the whole thing that adds connections
[01:17:21] <zymo> im afraid all of this might be correct but the pathfinder isnt being applied to the player or something
[01:17:41] <zymo> oh I changed that back to target == null, sorry
[01:17:46] <TEttinger> ah ok
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[01:19:39] * TEttinger is strongly considering doing another spinoff lib for just pathfinding
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[01:21:23] <zymo> we can use all the examples we can take ;(
[01:22:24] <ca3> hi guys, how are u doing lately?
[01:22:31] <TEttinger> good good
[01:22:48] <zymo> good
[01:22:49] <ca3> trying to make popeye here.
[01:23:21] <ca3> do you guys remember my editor?
[01:24:47] <Loraunt> ugh... Netty's ObjectEncoder/Decoder is working perfect desktop -> desktop... On android -> desktop it works with strings.. Using Java 1.7 on both sides... anyone have any ideas?
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[01:25:16] <zymo> so,I'm looking at the creation of my IndexedAStarPathFinder variable...
[01:25:26] <TEttinger> ca3, your name sounds realy familiar
[01:25:27] <zymo> are you supposed to set a steerable equal to that or something?
[01:25:54] <nexsoftware> Loraunt: it isn't clear what you are asking
[01:25:58] <TEttinger> I have never really used gdx-ai, I have my own AI stuff with different properties
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[01:26:13] <zymo> i see
[01:28:49] <Loraunt> I'm sending a class Packet across the wire that implements Serializable and contains a PacketType enum value and a Map<String, Object> for keys and values.
[01:28:53] <ca3> yeah, we were talking some months ago.
[01:29:08] <ca3> you help me with some questions.
[01:29:22] <Loraunt> deskstop client desktop server chat just fine. But when android sends a message the server gets that corrupted stream message i posted above
[01:29:48] <TEttinger> are you using proguard?
[01:29:51] <TEttinger> it can mess up enums
[01:30:20] <Loraunt> does the default proguard settings from the gdx-setup.jar turn it on?
[01:30:40] <Loraunt> I assume it would enable it yes?
[01:31:53] <mobidevelop> No, proguard is not enabled by default
[01:32:36] <Loraunt> ah, ok, then that must not be the problem. Are there binary inconsistencies between classes serialized on the android side vs the desktop side?
[01:32:47] <mobidevelop> I never saw any corrupted stream message
[01:33:07] <mobidevelop> Android doesn't even run Java
[01:34:30] <mobidevelop> That said, I never use Serializable so no clue
[01:37:15] <mobidevelop> Do you have serialVersionUID in that Serializable class?
[01:37:22] <zymo> my astar has to be working
[01:37:48] <zymo> i printed the resultPath.getCount and it printed 21
[01:37:57] <Loraunt> yes mobi, I do have a serialVersionUID in it
[01:38:02] <zymo> a suspicious number that matches the amount of steps to take around the wall to the target
[01:38:21] <zymo> my steerable just isnt reacting to the path
[01:38:41] <zymo> gadzooks
[01:40:07] <mobidevelop> Loraunt: What is the actual error message?
[01:42:26] <Loraunt> io.netty.handler.codec.DecoderException: java.io.StreamCorruptedException: invalid type code: 00
[01:44:17] <mobidevelop> Probably needs code to debug
[01:44:58] <Loraunt> Alright, I'll mess around with it abit more. I've created an empty object and was able to send it between client and server no issue.
[01:45:12] <Loraunt> afterwards I'll push it out to stash and link it if I'm still having issues.
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[01:51:16] <Loraunt> Seems to be an issue with HashMap being serialized.
[01:52:29] <TEttinger> I wouldn't be surprised at all; I don't think there's any guarantees of hashCode() being the same on android and desktop
[01:53:05] <Loraunt> I had a hunch that was the case.
[01:53:30] <TEttinger> that affects iteration order but I have no idea if HashMap's serialization depends on that
[01:53:40] <TEttinger> java 6 and 7 also changed hashCode implementation
[01:54:10] <TEttinger> kryo would be probably the way to go for reliable small serialization, with kryonet for moving it over the network
[01:54:45] <TEttinger> kryo is a binary serializer, like the JVM's default Serializable kind, and not like JSON or XML serialization
[01:54:56] <Loraunt> right
[01:55:14] <Loraunt> I could either use kryonet or netty and implement a kryonet encoder/decoder.
[01:55:26] <Loraunt> I've used Netty for a while now.
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[01:57:08] <TEttinger> I'm not totally sure what netty is
[01:57:16] <TEttinger> I thought it was like jetty
[01:57:23] <TEttinger> a server for wars or something
[01:57:34] <Loraunt> haha, its a socket library built ontop of nio
[01:58:01] <Loraunt> it can evidently support tens of thousands of connections.
[01:58:27] <Loraunt> We use it at work for writing cluster-enabled software.
[01:58:36] <TEttinger> heh, if you have the budget for that stuff, it works
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[02:21:54] <ca3> hey, anyone here?
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[02:31:08] <Loraunt> they already have a Kryo Netty package XD
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[02:37:46] <nanodeath> so...is it correct that Animation and TextureAtlas aren't compatible with each other?
[02:38:49] <Tomski> No
[02:39:00] <Tomski> Loraunt: why not just use Kryonet?
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[02:39:32] <nanodeath> I'm still verifying, but it seems like the sprites contained in a texture atlas must be rendered using the Sprite#draw method, otherwise they don't rotate correctly
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[02:42:30] <Loraunt> I'm already familiar with Netty, thats the only real reason.
[02:44:14] <Tomski> nanodeath: correct
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[02:44:53] <nanodeath> mmk, so...I guess I just disable texture rotation when generating the atlas, then?
[02:45:12] <Tomski> TextureAtlas and Sprite are not the same thing
[02:45:23] <nanodeath> right
[02:45:40] <nanodeath> I'm trying to create an Animation out of the contents of a TextureAtlas
[02:45:45] <Tomski> Sprite references a region of a Texture, and allows you to easily scale/rotate it
[02:46:03] <Tomski> You can do that just fine
[02:46:25] <Tomski> Do you actually want to make an Animationobject that uses Sprites?
[02:46:25] <nanodeath> half of my frames are rotated at odd angles when I try, though
[02:46:32] <nanodeath> not especially
[02:46:47] <Tomski> Do you allow rotation in the atlas?
[02:46:53] <Tomski> Or are they all the correct orientation?
[02:47:07] <nanodeath> they're allowed to rotate, because that was the default setting
[02:47:50] <nanodeath> but I might as well turn it off, I'm thinking
[02:48:08] <Tomski> You can make an Animation class that uses Sprites
[02:48:17] <Tomski> Its a pretty tiny class
[02:48:26] <Tomski> Someone has probably posted it on the forum
[02:51:30] <nanodeath> I'm not seeing it, but...amusingly, looking at Animation, there's no reference to TextureRegion that's actually specific to that class -- the entire class could probably be generic instead of specific to TextureRegion
[02:51:43] <Tomski> Yeah
[02:51:50] <nanodeath> I'll just turn off rotation for now and if I get pinched for space, will look into alternatives
[02:52:05] <nanodeath> thanks :)
[02:56:12] <nanodeath> heh, with all the talk (in documentation, StackOverflow, etc) about maximum texture sizes being 2048 or 4096, I was expecting my laptop to be 4096 or 8192...but no, it's 16384
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[02:56:49] <Tomski> 2048 is best if you want to keep compatibility on mobile
[02:59:02] <nanodeath> well, I'm only really targeting desktop...but it should work on integrated graphics cards, too. not sure what's typical for them
[03:03:24] <mobidevelop> My laptop integrated graphics support 16384
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[03:05:05] <Tomski> nanodeath: wait, which texturepacker are you using?
[03:05:20] <mobidevelop> Heh, apparently my phone also supports 16384
[03:05:35] <nanodeath> mobidevelop, ha
[03:05:38] <Tomski> You should just be able to cast from Animation getRegion to sprite
[03:05:53] <nanodeath> Tomski, experimenting with TexturePacker, the code+web product
[03:06:14] <Tomski> If you have passed in Sprites, cast getRegion to sprite, should be fine
[03:06:32] <Tomski> You cana use the libgdx TexturePacker also btw
[03:06:50] <nanodeath> yeah, I might
[03:07:02] <mobidevelop> Still not sure why sprite extends texture region
[03:07:11] <nanodeath> plus automatically packing things at either runtime or build time is very appealing
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[03:09:56] <nanodeath> sorry Tomski, not following. you mean call TextureAtlas#createSprites() and pass that to the Animation() constructor?
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[03:11:46] <mobidevelop> Pretty much
[03:12:06] <nanodeath> which works provided the frames aren't rotated
[03:12:40] <Loraunt> Sure enough using Kyro for serialization instead of the default JVM serialization fixed my issue.
[03:12:45] <Loraunt> thanks guys
[03:12:51] <nanodeath> +1 for kryo
[03:13:45] <Tomski> nanodeath: will work fine rotated
[03:15:34] <nanodeath> SpriteBatch#draw(TextureRegion, float, float) doesn't handle rotation in sprites (which are also TextureRegions)
[03:15:47] <nanodeath> wait...oh, I have an idea
[03:15:56] <Tomski> Cast to sprite..
[03:16:00] <nanodeath> right right
[03:16:13] <nanodeath> okay, I think that'll work
[03:19:14] <nanodeath> okay, to summarize in pseudo-kotlin: val sprites: Array<Sprite> = ...; val sprite = Animation(0.25F, sprites).getKeyFrame(0.5F); sprite.draw(spriteBatch);
[03:19:50] <nanodeath> er, casting getKeyFrame's return value to Sprite
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[03:29:26] <Tomski> YE
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[06:12:53] <iworkinpixels> anybody got time for a question about the parallaxCamera?
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[06:46:47] <nanodeath> iworkinpixels, maybe
[06:47:01] <iworkinpixels> awesome, thanks!
[06:47:14] <iworkinpixels> so, I've got basically just the parallax demo code from libgdx
[06:47:43] <iworkinpixels> and I'm currently clamping the movement to within the foreground layer, but I've added zoom, and so if you zoom then you start seeing past the ends of everything, especially the parallaxed layers
[06:48:02] <iworkinpixels> I'm stuck on trying to clamp the camera to both ends of all layers given the current zoom
[06:48:02] <nanodeath> so the question is wrapping?
[06:48:30] <iworkinpixels> yeah, I want to clamp the camera so that you can't see past the ends of the world
[06:49:01] <nanodeath> let me think about that for a second
[06:49:27] <nanodeath> from a player experience, it'd be good if there was also uh...a physical barrier or something. otherwise they'll keep moving while the background has stopped, right?
[06:49:28] <iworkinpixels> like, it should disallow zoom if you zoom so far out that you would see the ends of the world, and it should disallow zoom/movement if you can see past the ends of any layer, not just the foreground layer
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[06:50:14] <iworkinpixels> player wise, they won't notice any of this because the world will be constructed bigger than the playable area, this is just so that the illusion of an infinite world isn't ruined
[06:50:30] <nanodeath> ah
[06:50:53] <iworkinpixels> it's a bike racing game, so they will be playing within a certain area, and the world will continue outside of that area so the illusion is maintained, but the camera has to be smart enough to not go outside of the world bounds
[06:51:36] <nanodeath> I think the way I would handle this is...suppose your background image is 3200 px wide (!), and your pixel ratio is 32px/m. so your image is 100 units wide. you should use your camera's #project method to figure out where 100 is on the screen, and then if it's less than Gdx.graphics.width or whatever, stop them from zooming out more
[06:51:54] <iworkinpixels> ok
[06:53:18] <nanodeath> (technically instead of 100, it'd be pos.x + width / 2 sort of thing, but that's the gist)
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[06:54:32] <iworkinpixels> the other problem I may run into with this is that this is going to be using real, physical bikes that you pedal to make your bike in the game go, and so the world is going to be really, really, really long if you're going to do like a 10 mile, 50 mile, 100 mile race, but still the same height as always, so doing it the way I am now I have to load all of that into memory, it may be smarter to fake just enough of the world to cover the c
[06:54:56] <Tomski> camera.position.x = MathUtils.clamp(camera.position.x, minWorldX + (camera.viewportWidth * 0.5f * camera.zoom), maxWorldX - (camera.viewportWidth * 0.5f * camera.zoom));
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[06:55:17] <iworkinpixels> but I wanted zoom because I want you to be able to check where another player is, and it would try to zoom out until it can see both of you, and then zoom in while moving until it's centered around the person you're looking for.
[06:55:44] <iworkinpixels> thanks nanodeath and Tomski!
[06:57:10] <iworkinpixels> anybody have a feel for whether I could build an actual world of sprites 100 miles long or would I run out of memory far before that?
[06:57:14] <nanodeath> 50 miles seems a lot shorter when I remember they're on bikes :P
[06:57:30] <nanodeath> er, well you don't want to generate too much beyond what the player can see probably
[06:57:31] <Tomski> Depends how many units your sprites are
[06:58:03] <iworkinpixels> for the background I'd probably do it so a sprite is one building
[06:58:22] <iworkinpixels> so I'd build a city by placing buildings next to each other (maybe 3m wide sprites?)
[06:59:01] <iworkinpixels> I am not wanting it to get boring seeing the same buildings go past in a predictable, short loop, so trying to think of how I could keep the scenery interesting without running out of memory
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[07:00:42] <nanodeath> well, presumably you could have 10 types of buildings, 3 copies each, and then put them on the right of the screen, and when they "fall off" the left side move them back to the right somewhere
[07:01:16] <nanodeath> I'm guessing the main variety will come from terrain and powerups though, unless they cycle through different biomes and structures
[07:01:29] <nanodeath> e.g. tunnels, train tracks, whatever
[07:01:35] <Tomski> You can easily condese thousands and thousands of objects into primitive wrappers
[07:01:43] <Tomski> You wont run out of memory
[07:02:05] <Tomski> You can also stream from memory if you really need to, which you probably wont
[07:02:13] <Tomski> persistant memory
[07:03:09] <iworkinpixels> yeah, I was gonna have each different "race" take place in one biome, so you could choose a city background or a desert background, etc… and then for buildings I thought I could have like a base building, and then choose different addons, like fire hydrant, couple talking out front, dog walking by, stuff like that to make the same house look different, and then yeah every time a house falls off the left side we randomize it and send i
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[07:43:34] <ChungXa> hi guys, is there any convinient way to pin multi vertices of a softbody to a rigidbody?
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[10:21:29] <[AD]Turbo> hi there
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[10:28:46] <TEttinger> BOOM! THIS INSANE PATHFINDING THING WORKS WOOOOOO
[10:28:58] <TEttinger> I'm very happy since this was hard to debug
[10:30:35] <wulax> pics or it didn't happen
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[10:38:13] <TEttinger> wulax: it will be much more impressive when I hook it up to my pixel/voxel wargame sprites, but
[10:38:59] <TEttinger> getting the rotations to actually count as moves was the easiest step; getting things to move where they are supposed to and not some crazy random nearby area was very hard
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[10:46:00] <mtphr> TEttinger, what's the language is this? :)
[10:47:05] <TEttinger> ever played nethack? :)
[10:48:06] <mtphr> I'm not that old :)
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[10:59:50] <wulax> TEttinger: looks great so far
[11:00:02] <wulax> I like how you made the field of view visible
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[11:11:20] <TEttinger> thanks wulax, i'm hoping the actual game mechanics using rotation turn out fun
[11:11:30] <Moshdev> miss yuo guys
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[12:35:03] <ThomasPL> I have trouble launching iphoneemulator via gradle, i am using mobidevelop robovm 2.2.1-SNAPSHOT and libgdx 1.9.4
[12:35:51] <ThomasPL> help is much appriciated :D
[12:37:41] <ThomasPL> also have xcode 8 installed and emulator is iOS 10
[12:42:20] <chandujr> sorry pal, haven't used libgdx+ios yet.
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[12:42:57] <chandujr> but if you wait some more time, there will come a savior.
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[12:43:20] <ThomasPL> i will wait some more then :D
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[13:45:51] <BCX> Hello, did anyone get file chooser to work on IOS using UIImagePickerController ? : )
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[13:52:50] <Satyasri_> hi
[13:53:11] <Satyasri_> Any body there?
[13:53:41] <Ashiren> welp
[13:54:33] <chandujr> yes
[13:55:27] <Satyasri_> Pls help me in converting ttf to .fnt FreeTypeFontGenerator
[13:56:11] <Satyasri_> I need it in simple java application not a game app Is it possible?
[13:56:24] <Satyasri_> And I do not want to open any window
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[13:57:27] <chandujr> Do you really have to use .fnt? Because ttf files will work really well most of the time.
[13:57:30] <Satyasri_> Is it possible to run runnable-hiero.jar from terminal with out dialog?
[13:58:38] <Satyasri_> we are working for ui renderer for controller which does not understand ttf ,so I have to convert ttf into .h files
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[13:59:30] <Satyasri_> once I have .fnt and .png I will generate .h files
[14:00:24] <chandujr> Can you use Freetype extension? You can specify ttf files in that and it will convert it to Bitmap fonts.
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[14:01:20] <Satyasri_> thanks chandu
[14:01:29] <Satyasri_> I tried that
[14:01:49] <Satyasri_> giving null pointer exception PixmapPacker.java:380
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[14:02:47] <Satyasri_> FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.absolute("/Users/satyasri/Downloads/arial_20/arial.ttf")); FreeTypeFontParameter parameter = new FreeTypeFontParameter(); parameter.size = 18; parameter.characters = "SampleText"; BitmapFont koreanFont = generator.generateFont(parameter); parameter.characters = FreeTypeFontGenerator.DEFAULT_CHARS; generator = new FreeTypeFontGenerator(Gdx.files.abs
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[14:05:34] <chandujr> You're using FontParameter packing?
[14:05:43] <chandujr> Sorry I haven't tried it yet
[14:05:50] <Satyasri_> okay
[14:06:27] <Satyasri_> public class HieroTest { public static void main(String[] args) { UnicodeFont unicodeFont = null; File file = new File("/Users/satyasri/Documents/workspace/SampleProj/assets/ARIALN.TTF"); java.awt.Color foregroundColor = Color.white;//"foreground", "ffffff")); GdxNativesLoader.load(); int fontSize = 12;//((Integer)fontSizeSpinner.getValue()).intValue(); String fontName ="arial"; if (unicodeFont == null) { Syste
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[14:07:10] <Satyasri_> Can I send File here?
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[14:23:17] <Satyasri_> pls let me know any thing wrong in my code
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[14:40:38] <Satyasri_> ?
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[14:43:49] <mobidevelop> Satyasri_: from the error it would seem you are doing that before gdx is initialized
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[14:46:16] <mobidevelop> I don't think you can use what you are trying to do without a gdx application
[14:52:33] <ThomasPL> mobidevelop: I get this error launching iphonesimulator via gradle: Failed to launch application. Error Domain=FBSOpenApplicationServiceErrorDomain Code=1
[14:52:55] <ThomasPL> I am using xcode 8 and 2.2.1-SNAPSHOT of robovm
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[14:55:28] <mobidevelop> What simulator are you launching? Does it already have your app on it?
[14:55:59] <ThomasPL> i am launching ios10 simulator
[14:56:20] <ThomasPL> and yes it already have the app on it, but i did try to flush it
[14:56:39] <mobidevelop> Have you tried a different simulator?
[14:57:35] <ThomasPL> i installed a ios 9.3 simulator, but i think i don't know how to select it
[14:58:05] <ThomasPL> did the -Probovm.sdk=9.3
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[14:59:56] <mobidevelop> I'm not super familiar with the gradle piece, if I am being honest. Tomski is probably the better one to ask about that.
[15:00:55] <mobidevelop> Have you tried the Eclipse or IDEA plugins?
[15:01:10] <ThomasPL> okay, I've asked on that gitter chat of yours too
[15:01:40] <ThomasPL> nope, I've just tried gradle
[15:02:06] <ThomasPL> maybe i should try IDEA
[15:03:32] <ThomasPL> trying to avoid having to run ide on our mac mini :D
[15:06:35] <mobidevelop> Might help figure out where the problem lies
[15:10:33] <ThomasPL> thanks alot
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[15:13:58] <ThomasPL> will the mobifork robovm conflict with the official robovm?
[15:14:10] <ThomasPL> plugin that is
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[15:19:07] <mobidevelop> Probably
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[15:24:51] <ThomasPL> btw, much appriciated all the work you and the others have done to continue robovm
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[15:39:31] <ThomasPL> mobi, from idea i get this error:
[15:39:33] <ThomasPL> [INFO] xcrun dsymutil -o "/Volumes/RoboVM RAM Disk/tmp/Users/thomaselgaard/IdeaProjects/TemplateProject/ios/robovm-build/tmp/iPhone-5/ios/x86/IOSLauncher.app.dSYM" "/Volumes/RoboVM RAM Disk/tmp/Users/thomaselgaard/IdeaProjects/TemplateProject/ios/robovm-build/tmp/iPhone-5/ios/x86/IOSLauncher.app/IOSLauncher"
[15:39:33] <ThomasPL> [ERROR] Couldn't start application
[15:39:33] <ThomasPL> java.lang.NullPointerException
[15:39:33] <ThomasPL> at org.robovm.compiler.target.ios.IOSTarget.createIOSSimLauncher(IOSTarget.java:163)
[15:40:46] <ThomasPL> its with libgdx 1.9.5-snapshot and robovm 2.2.1-snapshot
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[15:51:24] <madytyoo> does anybody know where to find a code example to run the realitix's ShadowSystem?
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[16:37:59] <zymo> hey guys
[16:41:54] <zymo> my pathfinder array of nodes is shifted off by one :/
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[16:42:07] <zymo> can't pinpoint the mistake
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[17:07:54] <zymo> hey do you know when the arrive behavior is done for ai?
[17:08:14] <zymo> i want to increment the index of my pathfinding array when the ai arrives to the first index
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[17:27:44] <ca3> is tettinger here?
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[17:33:22] <ca3> anyone?
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[17:39:20] <ca3> in any case, I have a problem.
[17:39:35] <ca3> I can't get the animation atlas to be shown properly
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[17:48:25]
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[17:56:22] <ca3> anyone?
[17:57:52] <BCX> ca3 I probably dont really understand what you are trying to achieve and whats going wrong. Screenshot or little bit more details would be great :)
[17:58:05] <ca3> here
[17:58:21] <ca3> as you can see, the files at the left don't match the popeye animation in the editor
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[18:01:10] <BCX> Oh okey, Ive never used the editor tbh :/
[18:01:49] <wulax> ca3: is it your own editor? did you try stepping it through a debugger, and monitor what happens when it changes frames?
[18:01:57] <ca3> yes, it's mine.
[18:02:18] <BCX> I think youre loading frames in incorrect order
[18:04:35] <ca3> It's simply a nested list containing the frame data, and I call every frame on the atlas using character.list(frame)
[18:06:15] <wulax> learn how to use the debugger, and you can likely find the problem easily
[18:06:48] <ca3> I guess I'll printf some values then
[18:07:32] <wulax> that is another way, though stepping through each instruction is easier when you know how
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[18:09:05] <BCX> Agree with wulax, learn to use debugger early on :)) Its an awesome tool :)
[18:09:20] <ca3> I guess I'll use it.
[18:11:02] <ca3> ok guys, do you know a similar editor for libgdx?
[18:11:07] <ca3> a hitbox editor?
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[18:13:41] <BCX> What do you expect hitbox editor to do ? Allow you to align some rectangles for every frame of animation ?
[18:13:58] <ca3> yup, like for melee attacks and fighting games
[18:14:31] <BCX> Ah I see, unfortunately I dont even tho that sounds liek a handy tool
[18:14:54] <ca3> mugen has that kind of tool
[18:15:01] <diphtherial> this makes me wonder if there's some sprite file format that encapsulates things like collision/hit boxes and named sequences of frames, seems like it'd be super useful
[18:15:34] <ca3> yeah, I wonder why libgdx has not such tool
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[18:16:10] <kdarknight> This is not a libgdx question, more of a game dev, I am trying to learn how to implement collision detection in 3d
[18:16:23] <kdarknight> I know how to do this with cubes, spheres
[18:16:26] <ca3> I guess I'll remove the error checking code in my editor and see what will happen
[18:16:42] <kdarknight> But i want to check collision of some particle with stanford bunny
[18:16:54] <BCX> ca3 just make sure you load frames in correct order and put 'em in the array in correct order. Thats probably the problem :)
[18:16:59] <kdarknight> any pointers, what I should read?
[18:17:30] <kdarknight> I know I can use a bounding box and then check AABB and all
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[18:17:47] <kdarknight> but this won't going to work with a polygon like bunny
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[18:18:07] <diphtherial> kdarknight: well, i'd recommend still doing those things first in the 'coarse' phase of your collision detection algo
[18:18:33] <diphtherial> if the point isn't within the bbox or the AABB, it can't be colliding with the fine-grained geometry
[18:18:51] <diphtherial> after that, the essential question is how to determine what's inside your geometry and what's outside of it
[18:18:53] <BCX> kdarknight: Depends on number of particles, but i think, performence wise, youre still better with some kind of approximation. Either using AABB or spheres...
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[18:19:46] <diphtherial> you may want to look into generating a convex hull, as testing against that will be less expensive than a really fine-grained (potentially unnecessary) test against geometry with dents and holes in it
[18:19:47] <BCX> Or simplified geometry of that bunny :)
[18:19:55] * diphtherial nods
[18:20:26] <kdarknight> diphtherial, but how am i going to apply respective force on the opposite direction to those particles if I am just using a bounding cube?
[18:21:02] <kdarknight> BCX, same issue, i don't think particle will behave the way they should after collision
[18:21:08] <BCX> Approximate the volume of that bunny with spheres maybe :)
[18:21:16] <diphtherial> kdarknight: ok, so you want your particles to slide or rebound off of the particular face with which they collide?
[18:21:51] <kdarknight> diphtherial, exactly. like natural balls sliding of or reflecting back(depends on force)
[18:22:12] <BCX> I think the best approach is to generate simplified collision model of that bunny and use that :)
[18:22:16] <kdarknight> BCX, approximate the volume? can you explain? I am new to 3d, sorry :P
[18:22:46] <diphtherial> kdarknight: like, find a simpler shape (e.g. a cube, a sphere, or a convex hull, depending on fidelity) that resembles the original shape closely enough for your needs
[18:23:02] <BCX> Im not english, so i just probably expressed myself wrong. Just fill the bunny with spheres and boxes and use that. It would still be better to generate simplified collision model :)
[18:23:21] <kdarknight> Oh
[18:23:41] <kdarknight> So is that what developers normally do in 3d games?
[18:23:48] <diphtherial> it sounds like you want to do per-polygon collision detection/response, though, so you're going to have to find a way to intelligently test only the relevant polygons from your model against the point
[18:24:18] <diphtherial> er, but yeah, typically most games have high-poly models only for visual purposes; the collision is done on simpler volumes, e.g. cubes, spheres, and cylinders, because collision detection/response is much faster for them
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[18:24:58] <BCX> You may find this link useful, unreal engine uses algorithm to generate simplified collision mesh of their actual mesh. Look at the chair pictures with different precision of collision model :)
[18:25:25] <diphtherial> also, rather than reinvent the wheel, you might just want to use an existing physics engine
[18:25:43] <diphtherial> (they typically support simple primitives as well as arbitrary meshes, depending on the engine)
[18:26:06] <diphtherial> bullet is a popular choice for 3d, box2d for 2d
[18:26:18] <BCX> diphtherial: Youre right, maybe he is just curious how it works and wants to try to make one on his own :)
[18:26:33] <Tomski> boing
[18:26:42] <diphtherial> that's fair; it's a good learning exercise
[18:26:49] <ca3> ok guys, I have a fair guess.
[18:26:53] <kdarknight> yeah, i am not doing this for publishing anything. Just learing stuff
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[18:27:15] <ca3> I store each frame using an ani_1, ani_2, ani_3 name
[18:27:17] <kdarknight> let me show you a picture of interest
[18:27:24] <ca3> using the libgdx gui tool
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[18:29:08] <ca3> but then I use a list index to get such frame
[18:29:42] <kdarknight> this is what I am trying to implement
[18:29:44] <ca3> I think that's why the index show errors
[18:29:51] <ca3> any opinion?
[18:29:59] <kdarknight> diphtherial, BCX , wulax
[18:30:28] <Tomski> kdarknight: you want to know how to resolve collisions in 3D?
[18:30:36] <kdarknight> Tomski, yeah
[18:30:42] <kdarknight> but without bullet
[18:30:44] <kdarknight> or any engine
[18:31:00] <Tomski> Doyou know how to do it in 2d?
[18:31:18] <Tomski> For two rectangles
[18:31:24] <kdarknight> Yep
[18:31:33] <kdarknight> rect, circle
[18:31:39] <kdarknight> but not poly
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[18:31:49] <kdarknight> like a concave shape
[18:32:03] <Tomski> What shapes are you trying in 3d?
[18:32:23] <kdarknight> ^^^^^ these one
[18:32:32] <kdarknight> mockup of what I need to accomplish
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[18:32:54] <kdarknight> hardest part is with bunny
[18:33:13] <Tomski> You usually wrap with a primitive collision mesh
[18:33:19] <Tomski> Or multiple
[18:33:42] <Tomski> Unless you dont care about performance
[18:33:51] <Tomski> in which case you cana use complex mesh
[18:34:16] <kdarknight> so like BCX, and diphtherial said. I need to fill this bunny with cubes?
[18:34:22] <kdarknight> or spheres maybe
[18:34:31] <Tomski> You should start with cube-cube collisions, cube-spheres collision
[18:34:46] <kdarknight> I can do cube cube, cube sphere fine
[18:34:48] <Tomski> It depends how tight you need the collision to appear
[18:35:43] <Tomski> You could use a sphere for the body, sphere for the head, and two other colliders for the ears
[18:36:03]
<kdarknight> http://imgur.com/a/mjaDO <---- here when particles collide with bunny, there behaviour depends on the part of object they collide with
[18:37:02] <BCX> Recommend to look at this, you can see the simplified collision mesh for complex shapes and objects :) You should do something similiar :)
[18:37:50] <wulax> I think Bullet uses k-DOP volumes for convex hulls, not 100% sure though
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[18:37:55] <diphtherial> kdarknight: fwiw, you only need to simplify the surface if you care about performance -- if you want 'correct' collision detection, you can do a point-polygon detection with each poly in the rabbit's mesh
[18:38:04] <Tomski> It can do
[18:38:12] <Tomski> You can also use the raw geometry
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[18:43:06] <kdarknight> Okay, So finally what i have understood is, I need to fill that bunny as close as possible with spheres/cubes right?
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[18:44:13] <wulax> kdarknight: or calculate a convex hull, then use something like separating axis theorem
[18:45:23] <wulax> you could of course split it into multiple convex hulls if you need better precision
[18:45:31] <wulax> like one for the head, one for the body
[18:45:36] <kdarknight> SAT looks promising too. I guess I will try both of them
[18:46:47] <ca3> yeah, I guess that's my problem.
[18:46:48] <diphtherial> kdarknight: you can do point-polygon collisions -- you don't need to fill it with simple shapes
[18:47:06] <ca3> I name ani_1, ani_2, ani_3 every frame
[18:47:10] <diphtherial> SAT and other techniques like that are just for reducing the number of elements against which you have to perform collision detection
[18:47:11] <ca3> on the atlas
[18:47:16] <kdarknight> let me google point polygon collisions
[18:47:21] <ca3> then I use a list index to render them
[18:47:33] <ca3> anyone here can think why this doesn't work?
[18:47:46] <diphtherial> (well, technically it's a line segment-polygon collision test if you want to deal with the point having velocity)
[18:48:11] * kdarknight googling line polygon collision
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[18:53:26] <ChungXa> hi guys, I set Gdx.gl.glEnable(GL20.GL_CULL_FACE); to enable displaying 2 faces of a polygon but it seems not effected. Any help?
[18:55:19] <BCX> ChungXa: You should disable back face culling, not enable it :)
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[19:01:26] <madytyoo> hi guys, any example of the ShadowSystem included in gdx-test?
[19:01:49] <ChungXa> For example I have a flag, if I don't set back face culling enable when I move the camera to the back face, it shows like the flag is invisible
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[19:03:07] <ca3> in any case, how do I code a melee attack in libgdx?
[19:03:22] <ChungXa> ah, sr, maybe i misunderstood but either set disable or enable it is also not effected
[19:04:02] <zymo> how do you get arrive to not jibble around the entity? lol
[19:04:30] <ca3> any idea on how to set up collision boxes per each frame in libgdx?
[19:06:00] <BCX> ca3: Melee attack is not really libgdx related question. You just doing the same like with any other framework. Make each frame of animation carry its array of hitboxes aswell... :))
[19:06:13] <BCX> do it*
[19:06:19] <ca3> yeah, but wonder if there's an editor for it
[19:06:30] <ca3> mine doesn't work
[19:06:36] <BCX> Any i know of :/
[19:07:07] <ca3> mine simply gives me wrong frames and I dunno what to do
[19:07:50] <BCX> Is your editor opensource by any chance ? on github ideally ? I could take a look at your code
[19:08:29] <ca3> yeah
[19:08:36] <ca3> give me one second to make a commit
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[19:10:47] <ca3> do you have a github account?
[19:10:56] <BCX> ca3: Yes
[19:11:12] <ca3> maybe someone can help me to develop it
[19:11:41] <BCX> ca3: I dont have that much free time anymore, so im just going to take a glance and try to find the bug :)
[19:11:53] <ca3> that's the code.
[19:12:01] <ca3> maybe you can download it and test it
[19:12:11] <BCX> Im at work actually :)
[19:12:21] <BCX> Just gnna take a glance in webbrowser
[19:12:25] <BCX> hopefully i can spo it
[19:12:26] <BCX> spot it
[19:12:27] <ca3> oh, can you check the code then?
[19:12:51] <ca3> check these classes
[19:13:01] <ca3> check character_atlas first
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[19:18:25] <Ashiren> check those chicks out
[19:18:58] <ca3> anyone can check my code?
[19:22:42] <ca3> I guess I'll stop using an atlas
[19:22:49] <ca3> and use individual pictures
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[19:38:06] <diphtherial> i fail to understand why using an atlas vs. individual pictures affects anything
[19:38:32] <ca3> I always got told is wrong
[19:39:40] <diphtherial> an atlas is just a way to save memory by having one big picture that you cut up into frames in your program vs. having one image per frame; there's nothing inherently wrong with it
[19:40:27] <ca3> I'm trying to make 2D action games, so I need hitbox data
[19:40:33] <diphtherial> as for your hitbox situation, you need to create some kind of data structure that, for a given frame, returns the appropriate box. it'd be ideal to have that structure saved alongside your atlas so you can load it when you load the atlas
[19:40:44] <ca3> using an atlas has been a headache
[19:41:10] <ca3> problem is not my structure is that using an atlas doesn't give me the proper animations in some times
[19:41:27] <ca3> there's always some animation with one or two wrong frames
[19:42:45] <diphtherial> either that's a bug (unlikely), or you're not inserting the elements into the atlas correctly. how are you creating the atlas?
[19:43:01] <ca3> using the gui tool
[19:43:18] <ca3> I name them, ani_1, ani_2, ani_3
[19:43:32] <ca3> then I retrieve their order using the index from some list
[19:46:29] <diphtherial> hopefully someone else can help you, as i'm not very familiar with libgdx's atlas format or the texture packing tool
[19:46:52] <ca3> I just found this
[19:47:17] <ca3> maybe I can change my code to use the animation class
[19:48:04] <diphtherial> sounds reasonable, although from your code it seems you're already using the Animation class?
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[19:54:12] <ca3> yup, but I use the entire atlas
[19:54:44] <ca3> maybe I can change it so I can create an animation with just few individual frames from the atlas
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[20:06:13] <diphtherial> afaik that's how it's meant to be used -- you create one Animation per individually-playable sequence (e.g. idle would be one, running another, that kind of thing)
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[20:11:12] <zymo> hey everyone
[20:11:23] <diphtherial> hello ZYMO
[20:11:26] <zymo> im having an issue with drawing things
[20:11:34] <zymo> i think it might have to do with cameras?
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[20:22:05] <[twisti]> could also have to do with moon phases
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[20:22:26] <[twisti]> maybe a few more details would be helpful
[20:24:40] <kdarknight> hahaha
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[20:37:34] <kdarknight> [twisti], you made him quit
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[21:40:14] <ca3> ok I got it working.
[21:40:28] <ca3> but can't understand what is findRegion()
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[21:44:58] <ca3> oh, it can receive both a string and a index, cool
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[22:04:39] <RedHatter> Hey all!
[22:04:57] <Tomski> o/
[22:05:33] <RedHatter> I'm trying to setup an ios-moe project, but I can't figure out how to install Intel's Multi-OS Engine
[22:05:44] <Tomski> you dont need to anymore
[22:06:40] <RedHatter> Oh? When I run the setup jar I get the error "Please Install Intel Multi OS engine to use the ios-moe backend."
[22:06:47] <RedHatter> What do I need to do?
[22:07:09] <Tomski> Download the latest setup tool
[22:07:49] <RedHatter> I thought I had the latest, guess I was wrong. I'll go check.
[22:10:08] <RedHatter> That worked, thank you!
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[22:34:28] <RedHatter> Has anyone created ios-moe bindings for google play services?
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[22:38:26] <ca3> I recode my editor using the correct way and it doesn't work neither
[22:38:35] <ca3> sorry, but can't use libgdx that way
[22:38:57] <myke> RedHatter: not sure what you mean
[22:39:10] <ca3> I made an editor
[22:39:14] <ca3> for hitboxes
[22:39:27] <ca3> but using the animation class give me errors
[22:39:31] <ca3> some frames don't appear
[22:39:35] <ca3> other frames repeat
[22:39:58] <ca3> I think i'll stop using the animation class
[22:42:56] <Tomski> RedHatter: I havent seen any public bindings
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[22:43:13] <Tomski> They have some generation tools that are pretty decent though
[22:43:39] <madytyoo> Xoppa, thank you
[22:44:15] <RedHatter> Hmm.... Can you point me to the documention to create them myself?
[22:45:52] <RedHatter> Tomski: Thank you
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[23:24:31] <RedHatter> I've got my app ios-moe app to compile and run on a test device but I would like to use a simulator
[23:25:20] <RedHatter> If I open the simulator from xcode then run `./gradlew moeLaunch` it just sits on 'Waiting for device...'
[23:25:49] <RedHatter> How do I get gradlew to recognize the simulator?
[23:27:43] <Tomski> RedHatter: by providing the simulator
[23:27:59] <Tomski> ./gradlew moeLaunch -Pmoe.launcher.simulators="sim1, sim2"
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[23:29:57] <Tomski> You can view valid sims by running ./gradlew moeListSimulators
[23:33:09] <RedHatter> Works great, thank you.
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