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[00:00:34] <wulax> the shadows on the ground adds much depth to the image
[00:00:56] <dnyy> i never really show what i'm workin on so aye might as well. makin' lil ascii roguelike, just added rain https://imgur.com/a/UG5af
[00:01:03] <Scellow> thanks guys, i'll continue to experiment
[00:01:32] <wulax> very nice dnyy!
[00:02:21] <Scellow> dnyy: damn, this is looking really good, never seen animated ascii art like that
[00:03:08] <dnyy> tyty tryna make the most polished/snazzy ascii game I can lol
[00:03:14] <wulax> reminds me of "caves of qud"
[00:03:53] <TEttinger> dnyy: have you seen squidlib :)
[00:03:59] <dnyy> rain was inspired by this http://55.media.tumblr.com/089007316eedcaa435c2898c851533ee/tumblr_inline_nooj8afwkg1tum125_500.gif
[00:04:10] <dnyy> don't think that game ever got finished tho but was pretty looking
[00:04:12] <TEttinger> looks relaly nice
[00:04:31] <dnyy> @TEttinger: yea but had already gotten far w/o it so haven't looked much into it lol
[00:04:37] <TEttinger> ok
[00:04:47] <TEttinger> it's mostly my work now, squidlib
[00:04:58] <TEttinger> smelC has helped a bunch
[00:05:04] <dnyy> this my first game and first time using java so been hella lot of work and reworking everything over and over again lol
[00:05:14] <TEttinger> yeah, sounds rough.
[00:05:31] <dnyy> ooh neat, it did look nice and useful. will prob try it if I ever do a 7drl or something
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[00:07:03] <TEttinger> heh woo. that's a main goal
[00:07:15] <TEttinger> that and allowing me to make a strategy game with crazy rules :)
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[00:21:09] <Scellow> I would love to achieve this result http://i.imgur.com/W5SXJTe.gif
[00:21:22] <Scellow> It looks so sexy
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[00:23:10] <dnyy> just keep outlines but don't make them straight black
[00:23:17] <dnyy> just darker color of the main entity color or w/e
[00:24:24] <wulax> maybe 50% transparent black?
[00:25:16] <dnyy> or that yea
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[00:28:23] <Scellow> wulax: you are my hero :D http://i.imgur.com/1oXvlmf.png still need some tweak but i'm getting there
[00:28:40] <wulax> nice work!
[00:28:49] <dnyy> make em like half the thickness maybe
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[01:06:12] <TEttinger> nice, Scellow
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[05:45:53] <Silferein> we're sure a chatty bunch this evening
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[09:22:08] <smelC> bonjour
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[09:38:45] <[AD]Turbo> hi there libgdxers
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[09:50:28] <iprime> hi
[09:50:34] <iprime> seems like everyone's busy libgdxing
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[09:52:33] <TEttinger> yep
[09:57:33] <iprime> well our game's graphics are so great, but now we're in need of great effects too
[09:57:41] <iprime> particles can be expensive
[09:58:41] <iprime> is there a resource with great libgdx based games, we could borrow some inspiration and ideas for effects and stuff
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[10:00:15] <Tomski> what effects
[10:01:23] <iprime> particle like
[10:01:37] <iprime> with particles there's this problem with blending
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[10:01:47] <Tomski> If you batch your blending its not that bad
[10:02:03] <iprime> how so?
[10:02:19] <Tomski> Its not hugely expensive
[10:02:42] <iprime> the problem is that when blending is enabled and you render the particle on top of the other UI it blends with it, what i want is that the particle itself is as drawn on black background and then blended with the rest of the particles
[10:02:45] <iprime> ah
[10:03:30] <TEttinger> iprime: sounds like a usage of FBOs, to me, but I could be wrong
[10:03:40] <Tomski> you can do that too if you really want with an fbo, but usually you can avoid that with the correct blend modes
[10:04:55] <iprime> yeah and since this is a terriroty we haven't explored i was wondering if there are some resources for it, someone sharing xp
[10:04:56] <TEttinger> I think lots of effects can be changed in much more demanding ways than what you currently need using FBOs, but they are as I understand it a lot of code compared to using blend modes
[10:05:14] <iprime> no util libs?
[10:05:28] <TEttinger> there may be, but graphics are very per-project
[10:05:34] <iprime> the other option is getting shader stuff from say shadertoy and porting to libgdx, but they usually are very expensive
[10:05:47] <Tomski> Just look at games
[10:05:48] <TEttinger> performance-wise, you mean?
[10:05:55] <iprime> performance wise yeah
[10:06:02] <Tomski> Find a particle effect you like, and try to think about how they wor
[10:06:05] <Tomski> work
[10:06:18] <iprime> Tomski, exaclty, so is there a list of great ligbdx games out there?
[10:06:23] <Tomski> Why libgdx games?
[10:06:28] <Tomski> Its not a specific thing to libgdx
[10:06:45] <iprime> because we've been looking at some unity stuff and it's not easy figuring out how to do the same effects in libgdx
[10:07:01] <Tomski> Got an example?
[10:07:05] <iprime> yeah
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[10:07:21] <iprime> i'll record a video/gif and show
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[10:20:47] <iprime> http://i.giphy.com/3o6Zt7ZXfmDyRyxJV6.gif
[10:20:50] <iprime> This
[10:21:14] <iprime> really seems like can be done with particles but can't get the blending right
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[10:22:45] <iprime> the effect I get with particles is pretty much the same when drawn on a black bg, but it's very different on top of other UI/graphcis
[10:28:17] <Tomski> What blend modes are you using?
[10:28:24] <Tomski> And what does your result look like
[10:31:37] <iprime> out of the box particles, no special settings
[10:31:38] <iprime> http://gamedev.stackexchange.com/questions/22989/how-can-i-achieve-a-good-fire-effect-with-alpha-blending-and-particles
[10:31:45] <iprime> this is exactly the same issue
[10:33:08] <iprime> in the replies bummzack suggest trying two specific blend modes, but i'm not sure how I can do that in libgdx
[10:34:03] <Tomski> setBlendMode on your batch, but the particles will override it
[10:34:38] <iprime> i'll experiment a bit
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[10:36:52] <iprime> what about FBOs, any examples on how to use them in libgdx? or rather, how can I render the particles to a transparent texture/render target and then render that in the main game
[10:37:50] <Tomski> fbo.begin() Gdx.gl.glClear(), draw your particles, fbo.end(). spriteBatch.draw(fbo.getColorBufferTexture()...)
[10:38:07] <iprime> great, thanks, well, here goes nothing )
[10:40:13] <madytyoo> Tomski, I have a question about 3d models
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[10:44:32] <Tomski> mhm?
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[10:49:12] <madytyoo> I have many small 3d models (a rock, a tree,etc.). What is the best way to organize them? a single file with a 2048x2048 uv map, or many small files, with a small UV map?
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[10:52:13] <Tomski> sharing uvs
[10:52:21] <Tomski> texture*
[10:52:47] <Tomski> You can the use model cache and render them all with one draw call
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[10:56:57] <Tomski> iprime: you are talking about the issue of rendering on a lighting background like this http://pix.asidik.com/tomski-nVqUUZ.mp4 ?
[10:58:34] <Tomski> lighter*
[10:58:37] <Tomski> need a coffee
[10:59:32] <iprime> yeah
[10:59:33] <iprime> wow
[10:59:56] <iprime> how did you make the particles follow a pth?
[10:59:58] <iprime> path
[11:00:24] <iprime> in the gif i've posted it's not that the bg is dark, the effect is kind of the same on lighter backgrounds too (in that game)
[11:00:35] <iprime> i'm guessing they do something like the FBO approach
[11:01:21] <iprime> do you emit new particles on every mouse move?
[11:02:12] <Tomski> They follow mouse, easy to make them follow a path though
[11:02:20] <Tomski> You should be able to do it with blending alone
[11:02:32] <Tomski> We should expose blending override for particle effects
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[11:16:16] <iprime> when you move the mouse do you just set a new position to the ParticleEffect and .start it?
[11:17:27] <Tomski> juset set position
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[11:50:33] <madytyoo> tomski, do you have any suggestion to optimize the shadows?
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[11:56:17] <Tomski> madytyoo: it depends on your setup and what you are targetting
[11:56:38] <Tomski> basic way, reduce your draw calls
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[12:10:35] <madytyoo> what I did, is to add to limit the shadows to few objects, I have 22 draw calls. It works fine on Desktop at 60 fps but on mobile it drops to 12/20.
[12:10:49] <Tomski> total?
[12:11:15] <Tomski> Or before shadow mapping
[12:11:43] <madytyoo> is what I get from the GLProfiler.drawCalls
[12:13:35] <madytyoo> if I don't draw the shadows I have 11, which makes sense
[12:16:48] <Tomski> What device?
[12:18:51] <madytyoo> nexus 7 2012
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[12:21:59] <Tomski> How many tris are you pushing? how many lights?
[12:22:32] <Tomski> I have the 2012 nexus 7 also, its pretty sluggish
[12:22:39] <madytyoo> it is
[12:22:51] <Tomski> you should be able to optimize, but its a bit of a pain
[12:23:58] <Tomski> Fillrate, draw calls, lights are the key things to keep an eye out for on mobile
[12:24:11] <Tomski> vertex count not so much, but make sure you arent going insane with it
[12:25:37] <madytyoo> I have 25000 vertices
[12:25:45] <Tomski> thats ok
[12:26:15] <Tomski> Is that 25k total? or 25k for a scene pass
[12:27:02] <madytyoo> I think it is 25K total
[12:27:18] <madytyoo> without shadows
[12:27:25] <Tomski> kk, so 50k pushed
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[12:28:12] <madytyoo> with shadows I get 35K/38K
[12:28:52] <Tomski> Are you using model cache?
[12:29:33] <madytyoo> yes, I do
[12:29:42] <madytyoo> not for all
[12:30:16] <Tomski> If you have dynamic objects you could cache those in a seprate cache to your static cache
[12:30:28] <Tomski> and just rebuild it every frame, sacrificing some cpu for gpu
[12:31:09] <madytyoo> I see your point
[12:31:23] <madytyoo> to provide all details
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[12:31:52] <madytyoo> I have Fog, 1 Ambient Light and 1 Shadow Light
[12:32:59] <madytyoo> is the modelCache expensive in term of performance. I took a look to the class, it seems pretty complex
[12:33:07] <Tomski> Rendering front to back can be a massive help on mobile
[12:33:20] <Tomski> everything has a cost, you need to measure if its a benefit to you
[12:34:30] <madytyoo> what you mean with 'rendering front to back'? change the rendering order in the model batch?
[12:34:34] <Tomski> Yeah
[12:34:45] <madytyoo> oh ... this sound interesting
[12:34:50] <Tomski> closest first
[12:34:57] <Tomski> so you can reject with depth test
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[12:35:13] <Tomski> Much faster than overwriting the pixel
[12:35:33] <madytyoo> I see, thank you for the tip
[12:38:13] <madytyoo> one more question, what is a reasonable number of draw calls?
[12:38:37] <Tomski> For opaque triangles, blending you will need to sort differently
[12:38:51] <Tomski> It depends what else you have going on
[12:39:17] <Tomski> That device a ballpark 40 total would probably be ok
[12:39:44] <Tomski> But you have to optimize everything, fillrate, state changes, vertex counts
[12:40:36] <madytyoo> I had a significant improvement optimizing the model in blender
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[12:46:56] <madytyoo> thank you very much, Tomski
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[13:34:36] <chandujr> hey guys, need help with the Particle Editor
[13:34:57] <chandujr> I want to display an effect in a white background
[13:35:33] <chandujr> But I'm using additive blending in that
[13:36:08] <chandujr> so now the effect is not rendered as I expected
[13:36:54] <chandujr> I googled the issue and saw in some forums that I have to use premultiplied alpha in cases like these
[13:37:48] <iprime> chandujr, Tomski said earlier today this should be a matter of changing the blend modes
[13:37:56] <chandujr> I've then enabled it in the editor and saved a pre_particle.png file too
[13:38:12] <iprime> which you can't do with particles now, so you either change the code or render the particles to an FBO
[13:38:13] <chandujr> but now the effect is rendered in black (which is the pre_particle.png file)
[13:38:17] <iprime> i'm working on exactly the same issue
[13:38:29] <chandujr> oh
[13:39:13] <chandujr> yah I tried to pass this blending function Gdx.gl20.glBlendFunc(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA) but it did nothing
[13:39:51] <iprime> Tomski said the blending mode is overriden by the particle system
[13:40:07] <chandujr> oh :| alright
[13:40:12] <chandujr> thanks anyway
[13:40:30] <chandujr> I guess I should change the particle effect now
[13:40:43] <Tomski> Best way is to render off target, then blend that
[13:40:55] <Tomski> At the moment at least as the blending is limit with particle effects
[13:41:13] <chandujr> sorry I didn't understand that - render off target?
[13:41:25] <Tomski> To a framebuffer
[13:41:38] <chandujr> right
[13:41:47] <chandujr> okay I guess I should check that
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[13:46:57] <iprime> chandujr, this could help:
[13:47:03] <iprime> <Tomski> fbo.begin() Gdx.gl.glClear(), draw your particles, fbo.end(). spriteBatch.draw(fbo.getColorBufferTexture()...)
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[13:53:36] <chandujr> thank you iprime, I'll try that.
[13:54:22] <iprime> i will too )
[13:54:25] <iprime> let me know if it worked for ya
[13:54:36] <chandujr> sure
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[14:59:01] <Scellow> I think i found the right setting for the outlines http://i.imgur.com/P60QvHj.png :D
[14:59:44] <iprime> is this 3d or 2.5d?
[14:59:53] <Scellow> iprime: 3D
[15:05:58] <iprime> looks neat
[15:06:14] <iprime> nice materials
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[15:12:59] <Scellow> thanks :)
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[15:51:46] <iprime> Tomski, I'm getting somewhere with the FBO approach, however I don't know how to blend the FBO result
[15:51:49] <iprime> http://i.giphy.com/26ueYGfi53DbNI8q4.gif
[15:51:55] <iprime> any idea?
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[15:53:04] <Tomski> iprime: set the blend mode of the spritebatch before you draw the contents of the fbo
[15:53:48] <iprime> to what? i've tried one combo but it didn't do much
[15:54:07] <diphtherial> do 'arcade style' platform physics engines exist? i get that they're not that hard, but it's still more work upfront than using box2d (even if you end up tweaking box2d way more)
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[16:14:42] <Tomski> iprime: just normal alpha blending
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[16:14:52] <Tomski> GL_SRC_ALPHA GL_ONE_MINS_SRC_ALPHA
[16:14:54] <Tomski> probably
[16:15:08] <iprime> isn't this the default?
[16:15:26] <iprime> doesn't work anyway
[16:16:15] <Tomski> Not if you've changed the blend mode to additive
[16:20:04] <iprime> a bit lost here
[16:21:02] <iprime> here's what i do: I have a separate spritebatch for rendering to the FBO, before rendering I clear hte color to transparent, after I render, i draw the FBO texture to another sprite batch (where the whole game is rendered)
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[16:39:49] <Quallenmann> @iprime if you are using the FrameBuffer from libgdx maybe the Pixmap.Format of the FBO has no alpha value?
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[16:42:51] <iprime> it does it's RGBA8888
[16:43:20] <iprime> if I don't clear the color I get a black background with the particles looking fine
[16:43:32] <iprime> if i clear the color to transparent then the particles are rendered as in the gif
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[16:49:23] <Tomski> iprime: looks good
[16:49:39] <Tomski> You just need to adjust the alpha blend mode for the black background
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[16:54:34] <iprime> how do I do that?
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[16:57:50] <Tomski> iprime: dont remember off the top of my head, would have to look at the blend functions and check
[16:58:07] <Tomski> If you made your particle transparent instead of a black background you should see the right result
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[17:00:13] <iprime> oh i'll try that
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[17:02:13] <iprime> success! )
[17:02:18] <iprime> that is awesome
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[17:18:24] <myke> neat
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[18:16:17] <kdarknight> Xoppa, I have a sawblade and I am trying to rotate it on its center, I do this by translating to -position then rotate then again translating position
[18:16:22] <kdarknight> Is this correct?
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[18:35:28] <diphtherial> is that question exclusively for Xoppa?
[18:37:33] <Xoppa> yes thats correct
[18:37:38] <Xoppa> kdarknight
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[18:41:56] <kdarknight> am i doing anything wrong in here? http://hastebin.com/zikukicuka.scala
[18:42:02] <kdarknight> Xoppa, diphtherial
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[18:45:10] <Xoppa> dont use scaling kdarknight
[18:45:31] <Xoppa> and dont use the getXXX methods of matrix
[18:45:39] <diphtherial> personally i think it'd be easier to construct the transformation matrix from scratch vs. trying to perform a rotation on it by first reversing the existing transform
[18:46:22] <Xoppa> ^ that
[18:46:39] <Xoppa> i wrote a post about that, let me get the link for you
[18:47:17] <Xoppa> http://badlogicgames.com/forum/viewtopic.php?f=11&t=17878&p=75338#p75338 kdarknight
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[18:48:04] <diphtherial> alas
[18:50:49] <diphtherial> is it alright for calls to SpriteBatch.begin()/end() and ShapeRenderer.begin()/end() to be interleaved or no?
[18:52:12] <diphtherial> (i imagine them overlapping but neither fully containing the other to be the most pathological case, which is why i'm asking about it. in my case, i just want to quickly draw some debug stuff with ShapeRenderer fully within a SpriteBatch begin() and end())
[18:53:19] <Xoppa> no, you should not nest them
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[18:54:52] <kdarknight> hate my ISP :/
[18:54:54] <diphtherial> ah, noted, thanks
[18:56:45] <diphtherial> 12:47 <@Xoppa> http://badlogicgames.com/forum/viewtopic.php?f=11&t=17878&p=75338#p75338 kdarknight
[18:57:26] <diphtherial> (in reference to the approach of storing the position, rotation, and scale separately and calculating the matrix as needed)
[18:58:00] <kdarknight> yeah thanks diphtherial , found lost messages in echelog
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[18:58:11] <diphtherial> ah, cool, just thought i'd make sure :)
[18:58:46] <diphtherial> fyi, it might help to think of transformations as changing the coordinate space; each subsequent operation occurs in the new space
[18:59:33] <diphtherial> rotations are always around the origin (even if the local origin is different from the global one), so translate -> rotate gives the appearance of something panning and then rotating in place (i.e. around its new origin)
[19:00:11] <myke> from a numerical methods viewpoint, in general you want to rebuild everything from the basics on each frame
[19:00:18] <diphtherial> rotate -> translate is a little trickier; the first transform rotates the space such that a translation to, say, (10, 0, 0) is now to some location in the rotated space
[19:00:22] <myke> accumulating changes on a matrix is how it degenerates
[19:00:32] <diphtherial> that's a good point
[19:01:41] <myke> rotate->translate: the object spins at a position
[19:01:56] <myke> translate->rotate: the object orbits about the origin
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[19:02:25] <diphtherial> heh, i probably shouldn't be dispensing advice about transforms if i can't get this right. i always have trouble, thought i had it this time
[19:03:37] <kdarknight> okay, i read that article but I am still confused, what am I doing wrong if I am using line 28,29,30 of this http://hastebin.com/zikukicuka.scala
[19:03:52] <kdarknight> because it results in following gif
[19:03:59] <kdarknight> gif coming here.. just a sec
[19:06:32] <diphtherial> myke: just tried it out in processing, and afaik rotate->translate causes the object to orbit around the old origin at a distance of translate
[19:06:33] <kdarknight> http://imgur.com/a/El7V9
[19:06:48] <kdarknight> diphtherial, myke, Xoppa ^^
[19:07:04] <diphtherial> whereas translate->rotate moves it to its new position and orbits around its own center
[19:07:41] <myke> o ya
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[19:08:33] <Tomski> ruh oh
[19:08:58] <myke> i blame matrix multiplication going right to left
[19:09:15] <myke> kdarknight: is it supposed to spin in place?
[19:09:30] <kdarknight> yeah, like a saw supposed to at that floting slab
[19:10:33] <Tomski> Is the origin in the center of the saw?
[19:10:37] <myke> so i'm guessing if you just translate and rotate it rotates in place but around a corner instead of the center?
[19:10:52] <diphtherial> kdarknight: http://hastebin.com/awedirokoy.scala
[19:11:45] <diphtherial> i wasn't sure how you're scaling your thing since it's not in your sample, so adjust accordingly, but that illustrates the idea of building the matrix from position, etc.
[19:12:20] <kdarknight> diphtherial, in line 15
[19:12:39] <Tomski> stop scaling already
[19:12:44] <kdarknight> lol
[19:12:54] <diphtherial> Tomski: what's wrong with scaling it, out of curiosity?
[19:13:14] <Tomski> Set the origin in your modellling application kdarknight
[19:13:17] <kdarknight> diphtherial, how am i going to get that position matrix?
[19:13:21] <Tomski> and make it a correct size
[19:13:25] <Tomski> then enjoy your ez life
[19:13:35] <kdarknight> Tomski, what if I want to resize in realtime?
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[19:13:43] <kdarknight> like a scary saw
[19:13:48] <Tomski> Move your eyes closer to your monitor
[19:13:54] <diphtherial> it's fine to scale it
[19:14:03] <kdarknight> but that will make everything bigger Tomski :/
[19:14:07] <jonahK> hi guys :)
[19:14:30] <diphtherial> kdarknight: what do you mean "how am i going to get that position matrix"?
[19:14:32] <Tomski> diphtherial: because scaling changes physics in a way that doesnt work
[19:14:45] <Tomski> kdarknight: will make what bigger?
[19:14:53] <diphtherial> it's created for you via setToTranslation()
[19:15:06] <Tomski> hello jonahK
[19:15:12] <diphtherial> Tomski: ah, fair, if you're doing a physics simulation then yes
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[19:16:26] <kdarknight> diphtherial, setToTranslation sets translation matrix of a modelInstance and resets everything
[19:16:27] <Tomski> diphtherial: (its also a good sign that people dont have a good export workflow)
[19:16:48] <kdarknight> Its like setting a new matrix
[19:16:55] <diphtherial> kdarknight: that's precisely what it's doing, yes
[19:16:57] <kdarknight> with only translation vars
[19:17:04] <diphtherial> do you have some previous transformation that you needed in that matrix?
[19:17:09] <Tomski> read Xoppas post he posted here
[19:17:46] <kdarknight> okay, So I should maintain that position vector myself right?
[19:17:52] <diphtherial> kdarknight: correct
[19:18:37] <kdarknight> okay lemme try
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[19:19:35] <diphtherial> if you do need to pre-apply some transform (say your sawblade's in a house and you want it to move with said house), you can multiply the house's transform matrix by your new model-specific matrix (although do keep in mind that your position will then be in 'house coordinates')
[19:20:46] <diphtherial> arithmetic operations on 4x4 matrices are fairly cheap, so it's ok to do them often
[19:21:02] <kdarknight> okay now i get that Xoppa's post
[19:21:43] <kdarknight> but diphtherial , using your 3 lines also resets rotation
[19:22:25] <kdarknight> so its like still model because its reseting rotating scaling reseting
[19:22:27] <diphtherial> kdarknight: right, you'll have to maintain a running count of the rotation from 0, not just the delta
[19:22:32] <jonahK> I'm really new to libgdx, i understand how to import and draw textures but I want to add a textfield to my game, can someone help me out
[19:22:48] <Tomski> jonahK: scene2d has textfield widgets
[19:22:59] <kdarknight> oh
[19:22:59] <jonahK> so would i create a private widget
[19:23:01] <jonahK> as opposed to texture
[19:23:09] <diphtherial> kdarknight: you can add a member to your class 'angle' and just set angle += delta each frame
[19:23:23] <kdarknight> yeah, lemme try
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[19:23:48] <Tomski> jonahK: https://github.com/libgdx/libgdx/wiki/Scene2d.ui
[19:24:03] <jonahK> <3 ty
[19:28:39] <jonahK> Can someone explain what a skin is
[19:29:01] <kdarknight> okay i think i did something wrong again http://hastebin.com/yumupazage.cs
[19:29:10] <jonahK> Or are there default skins i can use
[19:30:23] <diphtherial> kdarknight: what behavior are you observing?
[19:30:50] <Tomski> jonahK: its in that article
[19:31:53] <kdarknight> http://imgur.com/a/El7V9 almost like this
[19:32:07] <kdarknight> rotating on a circle instead of a point
[19:32:37] <diphtherial> is your model centered on its own origin or is it offset?
[19:33:59] <diphtherial> oh, do note that setFromEulerAngles() will replace the contents of the matrix
[19:34:35] <kdarknight> what should i do to rotate relatively? multiply with a rotation matrix?
[19:35:07] <diphtherial> any matrix method that doesn't have 'set' in the name multiplies that transform with the current contents of the matrix
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[19:35:38] <kdarknight> oh shit
[19:35:42] <kdarknight> i am fucking noob
[19:35:45] <kdarknight> :P
[19:36:05] <diphtherial> assuming you just want it to rotate on its side, replace the line with setFromEulerAngles() with this: instance.transform.rotate(1, 0, 0, rotation.z)
[19:36:16] <diphtherial> (assuming you want it to rotate around the x axis; if not, adjust accordingly)
[19:36:53] <diphtherial> albeit if you really want to use setFromEulerAngles(), you can create a new matrix using that and then multiply that onto your instance.transform matrix, yes
[19:36:54] <kdarknight> nope, still same instance.transform.rotate(Vector3.Z, rotation.z);
[19:37:04] <diphtherial> ok, that's fine
[19:37:11] <diphtherial> oh, you mean it's doing the same thing?
[19:37:16] <kdarknight> yeah, same thing
[19:37:20] <kdarknight> rotaion on circle
[19:38:43] <diphtherial> eh, well, try swapping the translate and rotate; you can clear out the matrix to the identity via instance.transform.idt(); instance.transform.rotate(Vector3.Z, rotation.z); instance.translate(position)
[19:38:56] <diphtherial> *instance.transform.translate(position);
[19:39:14] <diphtherial> if that still is acting weird, verify that your model is centered on its origin in your modeling program
[19:39:33] <diphtherial> (if it's not, it's effectively pre-translated to some random point around which your model will orbit)
[19:39:48] <kdarknight> lemme see
[19:49:31] <kdarknight> oh god
[19:49:32] <kdarknight> finally
[19:49:43] <kdarknight> it was that model all this time
[19:49:48] <kdarknight> man i hate 3d
[19:50:05] <kdarknight> its origin was offset like 3points away
[19:50:09] <kdarknight> fu*k mann
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[19:50:29] <kdarknight> thanks everyone anyway, learned a lot :D
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[19:53:24] <diphtherial> heh, nice; struggling is how you learn
[19:53:47] <kdarknight_> :P
[19:56:07] <diphtherial> i mean that charitably -- you're not learning nearly as much when you're succeeding effortlessly, even though it feels great
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[19:59:29] <diphtherial> kdarknight_: out of curiosity, did you end up doing translate or rotate first? i'm hoping translate
[20:00:01] <kdarknight_> those 3 lines you gave me worked
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[20:01:08] <diphtherial> taken out of context that would be amusing
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[20:04:09] <kdarknight_> gif comming up
[20:04:42] <kdarknight_> http://imgur.com/a/56ymp
[20:05:04] <kdarknight_> gif may lag, but actual animation doesn't
[20:05:34] <kdarknight_> btw is it okay to create many ModelInstances to simulate particles? (Ofcourse I am pooling them)
[20:05:42] <kdarknight_> Or is there any better way
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[20:14:56] <diphtherial> well, there is a 3d particle system that's likely to have better performance if you're willing to give up some control: https://github.com/libgdx/libgdx/wiki/3D-Particle-Effects
[20:16:41] <wulax> cool kdarknight_
[20:17:21] <kdarknight_> diphtherial, yeah i can use that, but i am kinda doing this to learn stuff
[20:17:27] <wulax> those particles don't have physics simulation, but it is probably not hard to add
[20:17:40] <kdarknight_> so no particle effect support or bullet
[20:17:53] <kdarknight_> wulax, physics effects like?
[20:18:07] <kdarknight_> can you suggest anything to make em real like?
[20:18:11] <wulax> oh, yeah, you are doing your own physics right?
[20:18:17] <kdarknight_> yup
[20:18:33] <wulax> ok, no idea what to suggest
[20:18:38] <kdarknight_> haha
[20:18:39] <myke> real like how?
[20:18:43] <myke> you have the physics of your blade
[20:18:53] * diphtherial studies the physics of the blade
[20:18:55] <myke> each particle comes off at a random angle and variance in velocity
[20:19:01] <myke> it's not a lot of physics
[20:19:05] <myke> they arc because of gravity
[20:19:06] <kdarknight_> real like, it looks cool
[20:19:10] <myke> haha
[20:19:43] <myke> do you have a clip of a "cool" irl spark sprayer?
[20:19:47] <diphtherial> kdarknight_: visually, i'd suggest having your sparks orient themselves in the direction of their velocity; it currently looks a bit like they're pointing straight up
[20:20:30] <diphtherial> also, scaling them by their velocity in the direction they're pointing can be a nice touch, then they won't appear to have a noticeable direction when they're just touching a surface off of which to rebound
[20:22:07] <diphtherial> i'd additively blend the sparks to make them look like they're glowing as well...you might even consider replacing the model with a point sprite to save polys
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[20:22:49] <diphtherial> seems like you're doing pretty well rendering that many sparks, so perhaps optimization isn't necessary right now
[20:25:02] <mobidevelop> Optimize never
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[20:40:00] <diphtherial> can i quote you on that?
[20:40:27] <mobidevelop> Sure
[20:40:51] <diphtherial> "Optimize never." --mobidevelop, october 5th, 2016
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[20:59:02] <kdarknight_> diphtherial, trying to point them to motion direction from yesterday. Xoppa helped a lot. Some of the particles do rotate, but some does not. Trying to figure out why
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[21:05:11] <diphtherial> hard to believe that was yesterday, heh
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[22:22:37] <Tomski> These drug spam bots really like the libgdx forums
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[22:29:32] <Xoppa> indeed Tomski, isnt there something we can do to prevent that? perhaps add an other captcha
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[22:30:00] <LyronDev> Does anyone know if it is possible to render only a specific Layer in a TiledMap ?
[22:30:41] <Loraunt> Lyron
[22:30:43] <Loraunt> there is
[22:30:51] <Loraunt> one of the draw methods takes an int array
[22:31:00] <Loraunt> corsponding to the layers you want to draw
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[22:32:32] <Loraunt> TiledMapRenderer.render(int[]); is what you are looking for
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[22:34:20] <LyronDev> Thank you, Loraunt. It worked! The method is: OrthogonalTiledMapRenderer.render(int[]layers)
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[22:39:03] <madytyoo> Hi guy
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[23:34:58] <pplante> hello old friends
[23:35:17] <TEttinger> hey pplante
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[23:36:06] <pplante> are there any future jams planned?
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[23:37:31] <TEttinger> I wonder...
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[23:39:45] <Xoppa> no, pplante, not at the moment
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[23:54:46] <pplante> i have not used libgdx in about 3 years, so i am playing around with the "new
[23:55:16] <pplante> "new" ashley component system. its very awesome. can someone recommend how i would implement player input controls with it?
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[23:56:06] <pplante> i have an InputSystem and I copied MovementSystem from https://github.com/libgdx/ashley/wiki/How-to-use-Ashley as a way to get started with this library. so my entity has a Position and Velocity component
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[23:56:36] <pplante> MovementSystem applies the velocity to the entities position, so should InputSystem modify the velocity?
[23:57:38] <diphtherial> seems reasonable, might as well give it a try
[23:58:26] <pplante> ok, good to know i am not horribly off track :)
[23:58:51] <pplante> back in my day our entities just had a ton of code stuffed in a class and it was horrible
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   October 5, 2016  
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