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[01:31:14] <zymo> hey, is there any way to get the value of a property from a tmx file?
[01:32:24] <zymo> i tried .getTile().getProperties().get("light", Integer.class)
[01:32:31] <zymo> but it says cannot cast String to Integer
[01:34:50] <dnyy> just get it as string and wrap it in Integer.parseInt()?
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[01:37:02] <zymo> what do you mean
[01:37:18] <zymo> like i have mutliple tiles that can all cats light, but different amounts of light
[01:37:25] <zymo> cast*
[01:38:32] <mobidevelop> Like dnyy said, get it as a string then parse it
[01:39:09] <zymo> so its still in the value part and not the name of the property?
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[01:40:45] <zymo> oh sweet that worked
[01:40:46] <zymo> thanks
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[02:02:07] <zymo> any cons to having large tiles like 128 by 128?
[02:02:15] <dnyy> https://gist.github.com/dannytatom/630a9ef6182aa310363241dc25203014 is this how i'm supposed to use component pooling in ashley?
[02:02:24] <dnyy> setting everything manually instead of constructor i guess?
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[03:55:05] <Silferein> g'evening folks
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[04:00:19] <Loraunt> yo
[04:11:00] <Silferein> I'm trying to follow these wiki instructions to add a texturePacker to my build.gradle file: https://github.com/libgdx/libgdx/wiki/Texture-packer#running-texturepacker
[04:11:01] <Silferein> But it doesn't like the import statement. When I remove the import statement, it seems happy, but ./gradlew texturePacker doesn't seem to do anything...
[04:11:15] <Silferein> Is the wiki wrong?
[04:24:20] <Silferein> Also, is there anything wrong with 2048x2048 atlases?
[04:29:47] <Jeffol> not really. 2048x2048 used to be the maximum for some mobile devices years ago, not really relevant anymore
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[04:43:07] <Silferein> Jeffol- cool, thanks
[04:43:12] <Jeffol> np
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[05:35:41] <Silferein> has anyone tried unit tests using libgdx?
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[06:45:16] <Silferein> Do all y'all create new screens each time you change from one screen to another?
[06:46:04] <ShivanHunter_> for something like the options menu, yes - for the game screen (when I'm coming back to an existing game from the options menu), no
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[06:48:34] <Jeffol> Silferein, it might be wiser to create the screens once, then change to them. instead of creating a new object every time
[06:52:30] <Silferein> Hmm, then each screen needs to have a reference to all the others it could transition to
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[06:55:35] <Jeffol> class ScreenManager { public Screen BestScreenEver; public Screen GoodlyScreen; }
[06:56:20] <Jeffol> otherwise you're throwing out screens to the garbage collector. which. is whatever really. just depends on the game
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[07:05:24] <Silferein> Probably doesn't matter since my game's model is separated from the screen, but I guess it should probably go on the //TODO list
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[08:12:15] <TEttinger> hey Silferein, I'll take a look at the atlas thing
[08:12:24] <Silferein> Which one?
[08:12:30] <TEttinger> woah
[08:12:31] <TEttinger> No server is currently available to service your request.
[08:12:54] <TEttinger> major service outage
[08:13:01] <Tomski> conspiracy
[08:13:09] <Silferein> ruh roh- which server?
[08:13:41] <Silferein> holy crap! github can break? I thought only my code did that...
[08:20:30] <Tomski> TEttinger: probably pushed some of his code
[08:23:24] <TEttinger> yeah, that was probably it
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[08:23:45] <TEttinger> I'd link to my 7 GB free repo but github is down
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[08:26:35] <TEttinger> by some metrics, it just sharply improved https://status.github.com/
[08:27:25] <TEttinger> yep, I can push
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[08:28:39] <TEttinger> Silferein: you added gdx-tools as a dependency for the desktop project? https://github.com/libgdx/libgdx/wiki/Dependency-management-with-Gradle#tools-gradle
[08:29:10] <Silferein> Yes, and I got it to work in the end by creating a class called "MyPacker"
[08:29:21] <Silferein> But it'd be nice to make Gradle do it
[08:29:34] <TEttinger> yeah, would be. not sure what happened there
[08:29:49] <Tomski> Silferein: when you say it didnt like the import, what do you mean?
[08:29:54] <Tomski> Did it error when trying to run the gradle task?
[08:30:01] <TEttinger> I've used the "class that calls texturepacker's API" approach before
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[08:30:03] <TEttinger> and it works fine
[08:30:09] <Silferein> Yes, it couldn't see the TexturePacker class
[08:30:16] <Silferein> I can recreate it in a sec...
[08:30:27] <Tomski> You need to add the dependency to the buildscript itself
[08:30:30] <Tomski> Not to the sub projects
[08:30:43] <TEttinger> that wasn't mentioned on the wiki was it?
[08:31:12] <Tomski> Dont know
[08:31:41] <Tomski> I prefer to run in java as I run it on every launch (if modified) and its quicker
[08:32:04] <Tomski> But the gradle way is fine also, you just need to make sure groovy knows about gdx-tools
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[08:32:54] <Silferein> http://pastebin.com/7pa3wvaF
[08:34:30] <Tomski> You need to add the jar as a classpath dependency of the buildscript
[08:35:36] <Silferein> Tomski- would that be like "com.badlogicgames.gdx:gdx-tools:$gdxVersion"?
[08:35:59] <TEttinger> I think so, with "compile " before it of course
[08:36:18] <Tomski> compile is a java gradle plugin specifier
[08:36:19] <Tomski> https://gist.github.com/Tom-Ski/14bdb8c82e313a3a32f3532ecd104232
[08:36:22] <Tomski> is what you need
[08:36:31] <TEttinger> oh, so not compile
[08:36:46] <Tomski> If you want to use a snapshot version you'll have to add the snapshot repositories
[08:36:51] <TEttinger> yeah that's not in the wiki at all :)
[08:36:54] <Tomski> Which you can find in your root build.gradle
[08:37:14] <TEttinger> thanks Tomski
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[08:40:28] <Silferein> Thanks Tomski! I got it to work
[08:40:45] <Silferein> I'll update the wiki, if that's OK
[08:41:26] <TEttinger> yay
[08:41:41] <TEttinger> github will probably crash right when you finish
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[08:58:02] <Silferein> Aight, github is updated, the code compiles, and the gradle gremlins have been fed. I'm going to call it a night.
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[08:58:27] <Tomski> dont feed them
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[09:03:14] <blotunga> Tomski: btw, the fixed world size isn't that a good idea because then everything (including text will be scaled)
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[09:07:02] <Tomski> Sure
[09:09:58] <Tomski> Unless you are doing fancy font rendering techniques, you are usually better off rendering fonts with a pixel perfect projection
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[09:14:43] <blotunga> Tomski: yeah so I decided that I keep the width constant (since the game always runs in landscape mode) and the height will be calculated so that it's always 16:9
[09:15:00] <Tomski> Thats what fillX does
[09:15:58] <blotunga> yes
[09:16:17] <blotunga> but I have a lot of things depending on Gdx.graphics.getHeight() (like font size)
[09:16:33] <blotunga> so basically I'll rewrite all those to use the actual viewport height
[09:16:33] <Tomski> And the further your device size gets from the world width, the worse your fonts will look
[09:17:02] <blotunga> yes
[09:17:05] <Tomski> You would want to use a dynamic width/height based on the screen resolution
[09:17:12] <Tomski> And create your fonts to be sharp at that specific resolution
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[09:21:21] <blotunga> yes, that's what I'm doing, but always keeping 16:9 aspect ratio for the viewport
[09:21:43] <Tomski> You werent in your examples yesterday
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[09:22:33] <blotunga> Tomski: I rewrote all that :)(
[09:23:17] <blotunga> now I have final public static float sceneWidth = Gdx.graphics.getWidth();
[09:23:17] <blotunga> final public static float sceneHeight = Gdx.graphics.getWidth() * 9 / 16;
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[09:37:40] <[AD]Turbo> ciao all
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[12:38:19] <BCX> Hello everyone, Ive noticed that a lot of games use progressive texture loading (mostly openworld games for obvious reasons), does anyone know how is this method called and how to achieve it with opengl ? :)
[12:38:31] <BCX> Here is the video so you know what im talking about :) https://www.youtube.com/watch?v=rre_3FJCRgI
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[12:43:29] <Tomski> BCX: loading low mip maps first
[12:44:20] <BCX> Oh thats it, I mostly let opengl generate mipmaps for me tho, should I create mipmaps manually and pass 'em to opengl ? :)
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[12:47:45] <BCX> I think i found some related forum posts, thanks Tomski :)
[12:49:53] <Tomski> BCX: probably, I guess it depends on gl version
[12:50:13] <Tomski> I dont know if anyathing exists to help streamline the process, or if you have to have the mips preprocesssed
[12:51:14] <Tomski> But thats the basic principle anyway
[12:51:41] <BCX> Tomski: It seems like you have to have em preprocessed, but it seems that DDS and other texture formats support preprocessed mipmaps :)
[12:52:24] <BCX> Its time to come up with a project to try it out... I was just curious cuz ive seen it in many games recently :)
[12:52:42] <Tomski> When you notice it, its not a very nice effect
[12:53:14] <BCX> I know, but its still better than a little freeze or blank textures for a while :)
[12:56:04] <Tomski> Yeah
[12:56:17] <Tomski> Ideally it shouldnt be noticed if the LOD and loading happens at the right time
[12:56:46] <Tomski> Its quite noticable in a lot of unreal games
[13:00:14] <madytyoo> Hello, guys. Does anybody know how to implement the sound of a bouncing ball?
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[13:03:05] <mobidevelop> boing boing boing
[13:03:57] <madytyoo> right mobidevelop, something like that
[13:04:31] <mobidevelop> Get a sound you like, play it when the ball hits something
[13:04:36] <mobidevelop> :)
[13:06:06] <madytyoo> you are likeable :)
[13:07:08] <madytyoo> I'm using a contact listener, but if I play a sound on every contact, it results in a total mess
[13:07:55] <Ashiren> probably it touches for few frames
[13:08:49] <madytyoo> not sure I got what you mean Ashiren
[13:10:23] <Ashiren> ah nvm, probably contact listener is marter than simply isCollisionDetected
[13:10:51] <Ashiren> because i thought maybe you play sound if there is contact, but contact might last more than 1 frame, so you play sound more than once :v
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[13:38:01] <Tomski> boing boing
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[13:56:10] <madytyoo> thanks Ashiren
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[13:58:19] <Ashiren> hm?
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[15:22:04] <diphtherial> when you're using the texture packer, i assume that you're supposed to group an animation's frames by naming them like walking_1, walking_2, etc.
[15:22:43] <diphtherial> if i need to repeat a frame, will the packer not duplicate the file's contents but just refer to the previous region for that frame in the atlas?
[15:23:13] <diphtherial> or should i alternatively be storing the sequence of frames that compose an animation separately from what's in the atlas?
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[15:41:16] <diphtherial> actually, i'm kind of confused about the relationship between sprites and animations
[15:41:41] <diphtherial> it seems animations are a completely separate thing, but there are aspects of sprites (being able to be positioned, rotated, etc.) that i'd like
[15:41:50] <mobidevelop> There is no relationship between sprites and animations
[15:42:55] <diphtherial> so, if you want an animated sprite, what do you do?
[15:43:28] <mobidevelop> You put sprites into an Animation if using the Animation class
[15:44:00] <diphtherial> ah, sprite extends textureregion, didn't realize that
[15:45:17] <mobidevelop> Indeed it does, just don't forget that you have to use sprite.draw(batch) instead of batch.draw(sprite, ...)
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[15:48:00] <diphtherial> if i'm using an Animation, i apparently get back TextureRegions from it even if i've put in Sprites
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[15:48:14] <mobidevelop> Just cast to Sprite
[15:48:18] <Tomski> MAGIC
[15:49:15] <diphtherial> ok, so it just preserves the instance you pass it, then; it doesn't convert it into a TextureRegion. that's nice to know
[15:49:28] <diphtherial> funny that the type isn't genericized to take something that extends TextureRegion
[15:56:11] <Tomski> It is
[15:56:30] <Tomski> i think
[15:56:38] <Tomski> the rest of the class isnt though
[15:57:20] <diphtherial> sorry, you're correct, it'll take anything, but it returns TextureRegions
[15:57:21] <mobidevelop> I'm not convinced Sprite actually should extend TextureRegion
[15:58:29] <Tomski> it should extend SpriteBatch
[15:58:38] <Tomski> And double the method count also
[15:58:39] <mobidevelop> Yep
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[16:08:30] <diphtherial> granted that i'm completely ignorant, i don't know whether you're all being sarcastic or serious
[16:11:20] <mobidevelop> I'm being serious that I don't think Sprite should extend TextureRegion
[16:17:06] <BCX> mobidevelop: Wow, didn't know that Sprite actually extends TextureRegions... sounds weird :D
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[16:18:47] <diphtherial> what do people typically use for animated sprites, then?
[16:19:20] <Tomski> I use Spine for animations
[16:19:49] <Tomski> If I wanted to use a basic sprite sheet animation id just use the Animation class
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[16:53:45] <romain337> hi all
[17:00:24] <romain337> I have a question, maybe it is in the scope of RoboVM but let's ask here first:
[17:00:28] <romain337> http://pastebin.com/1jpnQpmB
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[17:01:25] <romain337> this is the IOS launcher of a game I dev for my compagny, you can see "mAdsCallback" and "mLeaderBoardCallback"
[17:01:58] <romain337> These two callback I use to show ads and leaderboard are NULL once in game. If I make the reference static, it work, otherwise, it crash
[17:02:31] <romain337> I've tried to use "addStrongRef(...)" here and here is the IOSLauncher.java, but when I do it, it crash on the line addStrongRef
[17:02:36] <romain337> I began to be desperate
[17:02:49] <romain337> And I would avoid to do the dirty things (static..)
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[17:08:24] <Tomski> romain337: strong ref should work, but you should try not making anonymous classes
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[17:13:11] <romain337> Tomski: okay i'll try, i'm out of option anyway :)
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[17:18:32] <Tomski> romain337: and initialize them in createApplication
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[17:31:15] <Scellow> google event starts in 29minutes https://www.youtube.com/watch?v=q4y0KOeXViI
[17:31:27] <Scellow> for the ones interested
[17:31:28] <Scellow> https://madeby.google.com/
[17:31:47] <Scellow> new phones and new OS
[17:35:33] <romain337> same result, callbacks are null
[17:35:46] <romain337> I'll stick with the dirty "make them static" solution.
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[17:49:01] <ChungXa> Hi all. In 3d mode, is it possible to have a model instance with full animation and soft meshes?
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[17:53:16] <romain337> Tomski: I got it working in a non static way by implmenting my own callbacks in the IOSLauncher rather that using anonymous class. Thanks for the hint (even if I don't understand how it can fix it :))
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[17:54:14] <Tomski> The robovm garbage collector gobbles everything
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[17:55:01] <romain337> see u and thanks again for the help
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[17:56:34] <wulax> ChungXa: you mean like cloth simulation? if you use Bullet, you could make cloth with btSoftBody, then move it along with some other animated model, like a character
[17:57:38] <wulax> or did you mean animate a btSoftBody? that sounds more complicated
[17:57:54] <wulax> but probably doable
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[18:01:11] <Scellow> it started https://www.youtube.com/watch?v=q4y0KOeXViI
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[18:05:22] <ChungXa> wulax: I mean to import a model from Blender which has some soft bodies but when I add to world it seems like rigid body, not soft as all
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[18:08:12] <wulax> ChungXa: I don't think fbx/g3db supports softbody dynamics. You will probably have to bake the dynamics simulation as animation keyframes somehow. Or figure out your own solution
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[18:10:16] <wulax> ChungXa: if you export the parts of the model which has soft bodies as separate mesh parts (but in the same model) you could probably create btSoftBody meshes from their vertices
[18:10:43] <wulax> I have never done anything like that though
[18:10:51] <wulax> Xoppa probably knows how to do it :)
[18:11:17] <ChungXa> yes wulax, i'm doing like that but I think it should have an easier way to solve...
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[18:11:42] <Xoppa> dont use soft body dynamics, it is very unlikely that you need it that way
[18:12:10] <ChungXa> you know, pinning a lot of vertices is so painful
[18:13:17] <ChungXa> I need a proper way to have the pinning vertices of softbody
[18:13:42] <Xoppa> what is pinning vertices
[18:13:44] <Xoppa> ?
[18:14:14] <ChungXa> i mean vertices are static, not soft
[18:14:37] <Xoppa> what are static or soft vertices?
[18:15:31] <ChungXa> like a point not moving of a soft mesh
[18:15:35] <wulax> Xoppa: http://blender.stackexchange.com/questions/21446/how-do-you-make-clothes-move-along-with-model
[18:15:58] <Xoppa> you want to move vertices?
[18:17:02] <wulax> I think he wants to move some vertices, while others follow them in a cloth simulation
[18:17:16] <Xoppa> ow that link looks like it should work out of the box with bullet wulax, but still not something ChungXa should use or need
[18:17:19] <ChungXa> yes, like wulax said :)
[18:17:35] <ChungXa> i'm not good at expressing..
[18:17:41] <wulax> :)
[18:18:02] <Xoppa> perhaps show an example of what you mean, like a similar game on youtube or something
[18:20:36] <ChungXa> xoppa: that is one of the thing made me confused (as wulax's link)
[18:20:51] <ChungXa> to do like that easily in game
[18:21:08] <Xoppa> you are confused about what you want?
[18:22:37] <ChungXa> I want to have an easy way to indentify a vertice in a mesh which will be set pined of a soft body
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[18:23:45] <Xoppa> and why do you need that?
[18:23:45] <ChungXa> since in coding, I don't see and pick it easy like in blender
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[18:24:21] <Xoppa> what is it that you actually want to do? make a game? or a physics simulation? or an editor?
[18:24:53] <ChungXa> I need to have a soft body moving along with my rigidbody and pined at some vertices
[18:25:05] <Xoppa> why do you need that?
[18:25:25] <ChungXa> for example you have a flag and a pole. if you move a pole, the flag should move along with it
[18:25:48] <Xoppa> sure, i know what soft body dynamics is, but why do you need it?
[18:27:47] <ChungXa> I shouldn't I need that?
[18:28:13] <ChungXa> no one need that? just wondering
[18:28:37] <Xoppa> as i said, it is very unlikely that softbody dynamics is the best choice in your situation, but we can only tell if you tell what your situation is
[18:29:48] <Xoppa> iirc i told you that the other day as well
[18:37:54] <ChungXa> I want to make an example of a flag moving in dynamic world. I think you shouldn't ask me the reason. sometimes it's for hobby.
[18:39:02] <ChungXa> if no one has experiences on that so I should find it myself though
[18:40:20] <wulax> you might want to play around with the softbody tests, e.g https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/SoftBodyTest.java
[18:41:14] <Xoppa> ^ the test contains an example that practically does that, you only have to add a constraint to a rigid body for that
[18:42:41] <Xoppa> if you dont want to tell what you want to achieve then that is fine ofcourse, just be warned that softbody dynamics often is not the best choice
[18:42:41] <ChungXa> yes, I tried it already. Actually it helped a lot.
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[18:44:18] <Xoppa> i just want to protect you from spending a lot of time into softbody dynamics, only to find out that it doesnt fit your needs
[18:44:36] <ChungXa> What's i'm looking for is to have proper way to dentify those vertices should be pined for a model exported from other tool
[18:45:45] <ChungXa> yes, I know xoppa. but sometimes someone doesn't need that warning...
[18:45:46] <Xoppa> you can identify vertices e.g. by index, location, color, texture coordinates or other attributes if you prefer
[18:47:05] <Xoppa> i wouldnt recommend using a model exported from a modeling application as softbody though
[18:47:26] <Xoppa> especially for such simple thing as a flag you´re better of just using a patch as shown in that test
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[18:53:45] <wulax> ChungXa: a somewhat easy way to identify vertices is to color them with "Vertex Paint" in Blender, then in libgdx check which ones were colored using VertexAttribute ColorPacked (I think)
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[18:56:19] <wulax> or perhaps you can identify index of the "pinned" vertices using the python api
[18:56:27] <wulax> not sure if that is possible
[18:57:09] <wulax> but I agree with Xoppa
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[18:58:27] <wulax> if you want only a rectangular cloth for a flag, then use the btSoftBodyHelper stuff
[19:00:22] <ChungXa> it's not simple like a flag, but ok guys, many thanks for your warn and your help :) I will try some thing like ColorPacked to see
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[19:18:49] <Scellow> i would just make a mesh and animate it using a shader
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[23:23:10] <dnyy> so when changing levels, i remove all entities from ashley engine then iterate over the new ones and add them. is there a way to wait for all that to be done before continuing on (aka initializing GameScreen again)?
[23:23:23] <dnyy> seems like it doesn't wait so then lotta wonky stuff happens
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[23:25:59] <dnyy> e.g. https://gist.github.com/dannytatom/5edfd41eea16b8c023058eaf044ebcb9
[23:26:12] <dnyy> seems like line 16 & 17 happen before all the removing & adding is done
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[23:49:49] <dnyy> or well nvm seems to work now, maybe soemthing else was causing the wonk lol
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[23:55:59] <Scellow> Hey guys, what do you prefer ? a) shadow map without outlines http://imgur.com/a/N9hA7 or b) outlines without shadowmap http://imgur.com/Cq32CRb (b is a bit dark because day/night cycle is ON)
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[23:57:12] <dnyy> def without
[23:58:04] <Isogash> the outlines seem to be badly aliased
[23:58:15] <Scellow> dnyy: without outlines ?
[23:58:26] <Scellow> Isogash: yes needs some tweaking
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[23:59:09] <dnyy> yea without outlines
[23:59:21] <dnyy> would tone down the shadows a bit tho
[23:59:27] <dnyy> kinda distracting/makes it too busy to focus on any one thing
[23:59:48] <wulax> another vote for without, but maybe you could try adding the drop shadows to the outline version?
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[23:59:59] <dnyy> imo black outlining everything looks bad to me always so maybe not the right person to ask lol
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   October 4, 2016  
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