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[00:00:30] *** Fastinyoh <Fastinyoh!~Fastinyoh@204.28.124.221> has joined #libgdx
[00:02:08] <diphtherial> heh, that's largely how people still write games afaik
[00:02:31] <Tomski> what are games
[00:02:31] <diphtherial> ECSs are interesting, but the consensus here seems to be to disregard them unless there's a need
[00:02:44] <diphtherial> Tomski: what is air
[00:05:45] <diphtherial> pplante: even though you're using artemis rather than ashley, artemis-odb's documentation is a bit more fleshed out, might give you some ideas: https://github.com/junkdog/artemis-odb/wiki
[00:05:55] <diphtherial> er, ashley rather than artemis
[00:06:06] <pplante> ah thank you diphtherial!
[00:06:59] <diphtherial> the introduction specifically covers how you might deal with player input
[00:07:30] <diphtherial> the references at the bottom of the introduction are also useful
[00:07:54] <diphtherial> np; i'd like to revisit ECSs at some point
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[00:16:56] <Loraunt> ugh if only I could art as well as I code...
[00:17:07] <Loraunt> thank god for opengameart...
[00:19:09] <pplante> kenny is my hero
[00:19:18] <pplante> kenney.nl/assets
[00:19:55] <Loraunt> I know right.
[00:20:11] <Loraunt> I wish he'd start using dawnbringer's palettes though
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[01:50:18] <Freiza> how to multiply two vectors in libgdx?
[01:52:18] <Freiza> vector2
[01:54:22] <Quallenmann> @Freiza scalar product?
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[01:58:15] <Freiza> Quallenmann: v1.x * v2.x, v1.y * v2.y
[01:59:18] <TEttinger> do you want that assigned to one of the vectors?
[01:59:26] <TEttinger> .mul may be it
[01:59:29] <Quallenmann> public Vector2 scl(Vector2 v)
[02:00:36] <Freiza> it is for matrix three, I will have to pad zeroes
[02:00:39] <TEttinger> ah, scl
[02:00:46] <TEttinger> Quallenmann ninja'ed
[02:01:07] <Freiza> Thank you Quallenmann
[02:01:19] <Quallenmann> hihi ; ) np glad to help someone
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[02:35:16] <RedHatter> Where is the JavaDocs for the new moe backend?
[02:36:20] <RedHatter> The docs I've been using (https://libgdx.badlogicgames.com/nightlies/docs/api/) don't seem to contain any mention of moe.
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[03:43:29] <isdera> who's Moe?
[03:47:13] <Quallenmann> I think Intel's Multi OS Engine
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[03:52:32] <Silferein> Or the third of the three stooges
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[04:31:38] <diphtherial> or the kind of cuteness that binds in oath and heart
[04:37:45] <TEttinger> moe anthropomorphic version of the vast inky unfeeling mass that lurks beyond the moon and mankind has willed itself to forget lest it awaken once more
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[05:44:44] <Silferein> So I'm trying to get the HTML thingy to work again, but it's not cooporating: http://pasteboard.co/bxTvHA6IN.png
[05:45:05] <Silferein> I totally have the kiwi library included in my gwt file
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[06:00:16] <TEttinger> Silferein: taking a look!
[06:00:32] <Silferein> Actually, the error was a purple herring- kiwi is working fine
[06:01:29] <TEttinger> Logger may not be added to the reflection cache, but you shouldn't generally be serializing Loggers
[06:01:58] <TEttinger> can you pastebin galaxy.json if there's no sensitive info like API keys or passwords?
[06:02:06] <Silferein> Sure, one sec...
[06:02:08] <TEttinger> like, to a text paste site
[06:02:10] <TEttinger> not an image
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[06:02:46] <Silferein> http://pastebin.com/KnvDV9ZR
[06:05:46] <TEttinger> taking a look...
[06:06:48] <TEttinger> hm
[06:06:55] <TEttinger> does Merchant have only name and portrait fields?
[06:07:01] <TEttinger> in your Java code
[06:07:17] <TEttinger> it might also be missing a zero-argument constructor
[06:07:40] <TEttinger> like what you would use with: Merchant bill = new Merchant();
[06:09:34] <nexsoftware> My guess is you are doing something with LoggerService somewhere
[06:09:52] <nexsoftware> Something that is trying to use reflection
[06:10:40] <nexsoftware> e.g. LoggerService.forClass(...)
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[06:11:52] <Silferein> TEttinger- no, I ran into that when I was working on the desktop version and I added the zero-argument contstructors
[06:13:53] <TEttinger> yeah, nex/mobi is probably on track. Logger may use reflection internally in some weird way
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[06:17:37] <TEttinger> guh, LoggerService (which stores a mapping of classes to Loggers) uses reflection all over, but kiwi adds nothing to the reflection cache
[06:17:56] <TEttinger> if it tries to load any of its own classes for logging, it will fail on GWT..
[06:17:57] <TEttinger> .
[06:19:27] <Silferein> That's weird... the logger itself seems to work
[06:24:08] <Silferein> Ok, so I added a .json file with just a string in it, and added lines 39-41: http://pastebin.com/8qsUVFJL
[06:24:42] <Silferein> Works just fine on Desktop, HTML says the file can't be found, even though it's being copied into html/war
[06:24:49] <TEttinger> ah, line 34
[06:24:50] <TEttinger> logger = LoggerService.forClass(MerchantGame.class);
[06:25:28] <TEttinger> that needs MerchantGame added to the reflection cache. it's easy to do, you put it in your .gwt.xml file for the module that has MerchantGame, usually
[06:25:37] <Silferein> But TEttinger, wouldn't that make it die on line 34?
[06:26:08] <TEttinger> not necessarily
[06:26:46] <Silferein> I'll try it, but the program is throwing a com.badlogic.gdx.utils.SerializationException
[06:26:51] <TEttinger> GWT does compile to JS, and JS doesn't really behave the same as a Java application. it may have an error but keep going until the error has really completed
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[06:27:16] <TEttinger> <extend-configuration-property name="gdx.reflect.include" value="tech.otter.merchant.MerchantGame" />
[06:28:04] <Silferein> no dice, same error
[06:28:08] <TEttinger> that should go in, I think, the part of the .gwt.xml file that has <source path="somepath"/>
[06:28:13] <TEttinger> hm
[06:28:17] <Silferein> I also tried with <extend-configuration-property name="gdx.reflect.include" value="tech.otter.merchant.*" />
[06:28:26] <TEttinger> take out the .*
[06:28:39] <TEttinger> it will do the package if you just name the package, I think
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[06:29:04] <Silferein> nope
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[06:29:26] <TEttinger> what line did it die on in the code you pasted?
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[06:29:50] <Silferein> 40
[06:29:55] <TEttinger> oh, ./
[06:30:09] <TEttinger> ./ may be incorrect here, not really sure if it's needed
[06:30:28] <Silferein> It's not, but I added it in an attempt to fix it
[06:30:33] <TEttinger> ok
[06:30:57] <TEttinger> my-file.json is in the assets directory, not in any subfolder of it right?
[06:33:04] <TEttinger> can you try just not using Logger at all for now?
[06:33:22] <TEttinger> that would rule out json problems if it temporarily fixes it
[06:34:02] <TEttinger> if Logger is the problem we could try to tell czyzby by github issue or something
[06:36:21] <TEttinger> also, I should say, the planets you're describing sound really interesting, btw
[06:39:57] <ThomasPL> which logger are you using?
[06:40:55] <TEttinger> It's the default logger from Kiwi, now part of gdx-lml
[06:41:35] <ThomasPL> ahh okay, i dont know that one
[06:41:53] <TEttinger> spread around in here https://github.com/czyzby/gdx-lml/tree/master/kiwi/src/main/java/com/github/czyzby/kiwi/log
[06:42:08] <ThomasPL> just not had much luck with other loggers and gwt target
[06:43:15] <TEttinger> what do you use now? does it work?
[06:43:48] <Silferein> Will, I ripped out the logger, still dying on that json file
[06:43:53] <Silferein> And yes, it's in the assets folder
[06:44:00] <TEttinger> gaaaah
[06:44:10] <Silferein> pretty much
[06:44:19] <TEttinger> ok, so Merchant is added, or at least the package is added, to the reflection cache
[06:44:41] <TEttinger> appears to be in the data package below the rest
[06:45:02] <TEttinger> did you write the serialized data by hand?
[06:45:04] <Silferein> I added it, and then I tried adding each class explicitely
[06:45:28] <Silferein> But it's not even getting to *my* classes, it's dying trying to serialize the string
[06:45:54] <TEttinger> err
[06:45:59] <TEttinger> serialize or deserialize?
[06:46:00] <Silferein> TEttinger- I started with the prettyJSON, but ended up re-doing it by hand tomake it compliant
[06:46:03] <Silferein> deserialize
[06:46:28] <Silferein> mb, I'm not actually trying to write anything to disk
[06:46:57] <TEttinger> and it works on desktop no problems... this seems like it needs to be related to GWT-specific issues like reflection
[06:47:20] <Silferein> right, or something wrong with the build
[06:47:20] <TEttinger> is your project open source?
[06:47:37] <Silferein> Yeah, it's on github
[06:47:45] <Silferein> github.com/madigan/merchant/
[06:47:49] <TEttinger> thanks
[06:49:11] <Silferein> It is (or should be) a working version, so it still has logger in it
[06:49:29] <TEttinger> ooch. this seems bad. https://github.com/madigan/merchant/blob/master/core/src/tech/otter/merchant/data/Merchant.java#L11
[06:49:59] <TEttinger> so Merchant is in the reflection cache
[06:50:01] <TEttinger> but...
[06:50:43] <TEttinger> I don't think at the point that runs that LoggerService may be fully initialized, maybe
[06:51:00] <TEttinger> it will also try to serialize and deserialize the logger
[06:51:02] <TEttinger> Logger, rather
[06:51:36] <TEttinger> and it can't do that because 1) Loggers shouldn't be serialized and 2) Kiwi doesn't put Logger in the reflection cache, or anything
[06:52:04] <Silferein> Wait, why would it serialize the logger?
[06:52:12] <TEttinger> because it's in a class
[06:52:17] <Silferein> Oh, right, in merchant
[06:52:22] <TEttinger> and you're trying to deserialize that class
[06:52:37] <Silferein> But I took it out in my local copy- maybe I can push a branch...
[06:52:49] <TEttinger> try this, change: private Logger logger = LoggerService.forClass(getClass());
[06:52:55] <TEttinger> to: private transient Logger logger = LoggerService.forClass(getClass());
[06:53:14] <TEttinger> transient fields won't get serialized
[06:53:26] <TEttinger> it may have issues being deserialized, I don't know
[06:54:15] <TEttinger> transient and volatile are two relatively obscure keywords in Java
[06:55:21] <Silferein> No, I mean I completely removed all loggers from all of my code (and pushed a branch with that to github)
[06:55:44] <TEttinger> mm
[06:55:52] <TEttinger> taking a look, this one's crazy
[06:56:52] <TEttinger> I think it isn't getting its inventory set
[06:56:58] <TEttinger> I don't know if it needs it
[06:57:02] <Silferein> superDev runs off of ProjectBaseFolder/html/war/, right?
[07:00:17] <TEttinger> oh oh oh!
[07:00:27] <TEttinger> it's been staring right at me!
[07:01:05] <TEttinger> when you deserialize a Galaxy object, it needs two fields, I think. https://github.com/madigan/merchant/blob/master/core/src/tech/otter/merchant/data/Galaxy.java#L7-L8
[07:01:38] <TEttinger> I think the json file has only one {} object, so that's only one field
[07:02:06] <TEttinger> what I would recommend is having libgdx make the serialized file, which has some advantages
[07:03:05] <TEttinger> you can read in the existing file wherever it works, so probably desktop, and serialize out to a file the data for you to double-check (making sure nothing's null unexpectedly)
[07:04:02] <TEttinger> this would definitely let you verify if something weird is happening during serialization before you actually deploy
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[07:11:40] <Silferein> hooo boy
[07:11:54] <chandujr> ohoy!
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[07:13:08] <Silferein> galaxy definitely isn't serializing right: http://pastebin.com/aku7fpPF
[07:15:56] <TEttinger> geez, that looks like a default Object's toString
[07:16:42] <Silferein> Which is really weird- my other .json object (item-types.json) serialized just fine. Maybe it doesn't like ArrayMaps?
[07:22:05] <TEttinger> is that a libgdx class?
[07:24:37] <Silferein> son of a toaster...
[07:24:51] <Silferein> Yes, it is in the utils package
[07:25:10] <Silferein> But Json doesn't support ArrayMap. It does support OrderedMap, and now it works.
[07:27:19] <Silferein> A wiki update may be in order.
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[07:37:36] <TEttinger> wowza
[07:37:42] <TEttinger> good job, Silferein!
[07:39:15] <myke> TIL transient
[07:39:53] <TEttinger> I learned it from sebastiano vigna's insane amazing code
[07:40:10] <TEttinger> (he uses the C preprocessor to write 16 MB of Java source)
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[08:08:40] <Silferein> Oh frabjous day, the code finally works: https://madigan.github.io/merchant/
[08:08:40] <Silferein> Thanks for all your help, TEttinger
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[08:13:02] <TEttinger> woooo
[08:13:22] <TEttinger> glad I could help with the crazy GWT stuff :)
[08:13:39] <TEttinger> loading up the page now
[08:15:46] <TEttinger> great writing
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[09:45:23] <[AD]Turbo> hi there
[09:45:44] <chandujr> helloo
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[10:01:05] <Shawneth> Hey guys, I was wondering what the best hosting would be for a dedicated game server
[10:01:13] <Shawneth> for something similar to agar.io
[10:02:13] <myke> apparently a bunch of hetzner servers
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[10:09:32] <Shawneth> @myke I'll check it out
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[10:20:23] <iprime> chandujr, the particle thing worked for me
[10:20:36] <iprime> have you managed to work it out in your case?
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[10:33:31] <chandujr> iprime, no I didn't get time to test that. How did you get it working?
[10:33:37] <chandujr> using framebuffer?
[10:36:15] <iprime> yeah
[10:36:46] <iprime> looks much better
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[12:50:13] <ACodeGerm> Hey, novice question. I'm used to developing in EaselJs, and Flash (Starling) so having a deeply nested scene graph makes sense to me. In libgdx is there any drawback (performance?) from having all of my classes extend group and build every object into that scene graph?
[12:51:43] <Tomski> If you mix textures, shaders or just require opengl state to change inbetween members of your scenegraph yes
[12:51:51] <Tomski> It can be very bad for performance
[12:52:29] <Tomski> That can be worked around with sorting to some extent, but you'll be better off performance wise to go for a MVC approach
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[12:57:43] <ACodeGerm> Awesome, thank you for the advice! Just got finished porting a small project from Monogame, and oh god libgdx is a breath of fresh air.
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[14:15:53] <yonits> Hey guys! I was wondering - in Scene2D, if I want to know the bounding rect of a Group and all its children, is there a good way to do so? Gets more complicated if in the draw() functions of the children there are some ShapeRenderers drawing stuff that I want to be included in the bounding rect...
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[14:48:49] <andrijan1> Hi guys why loading model that has 6 MB 30K polys takes long to load into memory
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[15:08:47] <Tomski> andrijan1: how long?
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[15:15:55] <mbarisa> @Tomski: it takes at least a minute on android device
[15:16:07] <mbarisa> 30k polys and 50k triangles model
[15:17:09] <Tomski> Got a model to provide to test?
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[15:33:19] <diphtherial> the issue with deep scene graphs makes me think that it'd help things if there was a 'solver' for rendering order; you'd tell it your constraints (e.g. these things are in a graph, this comes before that, etc.) and it'd find a render order
[15:33:52] <diphtherial> (that minimized texture swapping, state changes, preserved correct rendering order, etc.)
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[15:58:40] <mbarisa> @Tomski, sorry it is under license and NDA.. cannot be provided.. do you have any ideas from the top of your head?
[15:59:35] <Tomski> mbarisa: not without having a look at it, profile the loaders, find an open source model that you can share that demonstrates the same issue
[16:03:26] <mbarisa> deal
[16:04:22] <mbarisa> @Tomski, will send that in the morning if we don't figure it out sooner. thanks!
[16:04:35] <Tomski> cool :)
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[20:21:17] <pplante> anyone building a tile based game rendered in 3d?
[20:22:44] <diphtherial> pplante: i've toyed with it; why do you ask?
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[20:23:32] <pplante> im toying around with the format in my head and curious what tools people are using for editing worlds
[20:24:13] <pplante> im leaning towards using Tiled for the maps, for ease of content creation. then rendering those 2d maps in a flat 3d world
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[20:26:34] <Shawneth> Can anyone help me out with properly implementing pathfinding with A*?
[20:27:37] <Shawneth> From what I gather, I'm supposed to implement a graph representation (I'm using a level with a tiled map object) along with a series of nodes on the graph
[20:27:51] <Shawneth> then I'm supposed to set connectors for each node?
[20:27:58] <Shawneth> Is there more to this than that?
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[20:28:22] <diphtherial> pplante: seems reasonable, although i guess you'll at least have to extend tiledmaprenderer, if you use it at all
[20:29:11] <pplante> diphtherial: i haven't really dove into the technical details yet. i probably would extend the existing renderer if possible, good suggestion.
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[20:39:44] <Xoppa> or make the map in a modeling application pplante
[20:39:59] <pplante> yeah that is my other option
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[20:40:56] <Xoppa> here are some nice assets btw, http://kenney.nl/assets, you can download them individually for free
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[20:44:01] <diphtherial> you could do some clever things with tiled for building 3d maps, like interpreting the layers as different height levels
[20:44:26] <diphtherial> putting doodads on walls would be annoying
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[20:46:45] <pplante> Xoppa haha im using kenney's assets :)
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[20:47:31] <pplante> diphtherial good point, decorating in 3d space is going to suck.
[20:48:25] <Xoppa> ow nice, i made this a while ago, while playing with it a bit pplante
[20:48:27] <Xoppa> https://www.youtube.com/watch?v=w9rsaGopdg4
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[20:50:00] <pplante> what editor is that Xoppa ?
[20:50:20] <Xoppa> thats what i made
[20:50:25] <pplante> oooh gotcha
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[20:50:39] <pplante> i think i am going to have to write an editor to accomplish this
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[20:55:02] <Xoppa> i´d expect there to be editors for that already pplante
[20:55:16] <diphtherial> is 'ow' used instead of 'oh' in some parts of the world?
[20:55:18] <Xoppa> in fact, i guess you could just use blender for that
[20:55:49] <diphtherial> i've never been able to get the hang of blender for some reason
[20:56:00] <diphtherial> i find CAD tools like rhino, or even sketchup, to be easier to use
[20:56:06] <pplante> god i hate blender.
[20:56:34] <pplante> i know its super powerful, but i just need a simple prefab placement tool
[20:56:37] <diphtherial> like, i'm ok with my 3d modeler having some opinions; it doesn't have to be insanely customizable
[20:56:40] * diphtherial nods
[20:56:44] <pplante> ....says everyone who starts building just a simple editor
[20:57:16] <Xoppa> first hit on google: https://www.assetstore.unity3d.com/en/#!/content/5654
[20:58:38] <pplante> rofl thanks Xoppa
[21:00:09] <Xoppa> this one looks nice http://protilemapeditor.com/
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[21:31:27] <kdarknight> to compare intersect between two 3d modelInstance
[21:31:48] <kdarknight> When i use bounding box for both of them
[21:32:39] <kdarknight> What should i compare each min max as? Like should i do (bounds.min.x + position.x + center.x < ...)?
[21:32:47] <kdarknight> or just bounds.min.x?
[21:33:16] <kdarknight> because both of these doesn't seem to work actually
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[21:35:17] <kdarknight> bounding box store its values in local coordinates of model only right?
[21:35:32] <kdarknight> I need to add position and center I guess
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[21:44:56] <kdarknight> diphtherial, Xoppa ^^
[21:45:06] <kdarknight> wulax
[21:46:13] <Xoppa> what do you want to achieve kdarknight?
[21:46:36] <kdarknight> cube collision detection
[21:46:42] <kdarknight> raw
[21:46:43] <Xoppa> you might want to check out my blog on that, it includes collision shapes as well: blog.xoppa.com
[21:46:45] <kdarknight> like without lib
[21:47:07] <kdarknight> yeah i have read that, you use ray-bounds
[21:47:12] <kdarknight> i am doing bound bound
[21:47:58] <Xoppa> so you have a method that receives two bounds (extents and offset) and two transform matrices?
[21:48:18] <kdarknight> yup, let me show you the code
[21:48:22] <kdarknight> just a sec
[21:49:03] <Xoppa> why are you using bounds?
[21:49:32] <kdarknight> then what shoud i use? i need to detect cube collision
[21:49:45] <kdarknight> i thought that would be appropriate
[21:50:27] <Xoppa> it are actual cubes? which uniform dimensions?
[21:50:31] <Xoppa> *which = with
[21:50:39] <Xoppa> perhaps show a screenshot
[21:50:52] <kdarknight> sure, 1 sec
[21:52:22] <kdarknight> Xoppa, http://imgur.com/a/uddXd
[21:52:37] <kdarknight> I need to detect those particle collision with Cube
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[21:53:52] <Xoppa> owkee, that should be easy kdarknight
[21:53:58] <Xoppa> is the box always axis aligned?
[21:54:05] <kdarknight> yeah perfectly
[21:54:05] <Xoppa> are the particles traveling fast?
[21:54:27] <kdarknight> particles are moving between 20 to -20 units
[21:54:33] <kdarknight> i would say not fast
[21:54:33] <Xoppa> and the particles are always vertical arent they?
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[21:55:02] <Xoppa> i mean they always would hit the box with the tip first
[21:55:04] <kdarknight> i won't mind if i treat particle as cube or sphere, it don't have to be pin point accurate
[21:55:23] <kdarknight> just not notice-able by eyes
[21:55:40] <kdarknight> it doesn't*
[21:55:50] <Xoppa> in that case just check the distance between the point and the cube and check that against the radius
[21:56:19] <kdarknight> by point you mean min-max points of box?
[21:56:22] <Xoppa> is the origin of the particles in the center?
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[21:56:45] <kdarknight> Xoppa, yes for both of them origin is center
[21:57:18] <Xoppa> if (x - radius > minx && x + radius < maxx && y - radius > miny && etc... )
[21:57:38] <kdarknight> let me try
[21:57:47] <Xoppa> where minx/maxx is are the bounds plus the location of the box
[21:58:20] <kdarknight> okay, one conceptual question, when i scale a object does its position changes too?
[21:58:28] <kdarknight> for example
[21:58:35] <kdarknight> if right now my pos is 2,2,3
[21:58:37] <Xoppa> dont use scaling
[21:58:41] <kdarknight> and i scale it by 2
[21:58:50] <Xoppa> that makes things complicated at no gain at all
[21:58:51] <kdarknight> then will it be 4,4,6?
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[21:59:17] <kdarknight> oh
[21:59:29] <Xoppa> euhm, thinking about it you could make it a little bit simpler:
[21:59:50] <Xoppa> move the particle into box-space by substracting the location of the box
[22:00:06] <Xoppa> then substract the half-extents from it
[22:00:30] <Xoppa> then check if length of that is less than the radius
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[22:01:14] <Xoppa> so: if (tmp.set(boxposition).sub(particleposition).len2() < radius_squared)
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[22:01:51] <kdarknight> wow, that looks preety
[22:02:32] <Xoppa> ow needs the extents in there
[22:03:43] <Xoppa> if you really need scaling then you only need to apply it to the extents (when scaling the box) or the radius (when scaling the particle)
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[22:04:25] <kdarknight> i am removing all scaling from this sandbox
[22:04:38] <Xoppa> note that scaling will not allow you to reliable apply forces e.g.
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[22:04:49] <kdarknight> give me a sec to test out your equation
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[22:23:45] <kdarknight> Xoppa, I have removed scaling from everywhere except particle. I need to scale those particle length based on their velocity. Tested both of your equation, i know should have worked in theory but its not. Is this something has to do with particle scaling?
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[22:24:53] <Xoppa> show the sscce kdarknight
[22:25:25] <kdarknight> sure, 1 sec
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[22:59:40] <LyronDev> Does anyone know how to make a ScollPane not scroll past a certain value? I don't want the user to be able to scroll past this value, the ScrollPane should stay at this position if the user tries it anyway
[23:00:36] <LyronDev> I'm trying this: if(scrollPane.setScroll.getScrollX() > value) { scrollPane.setScrollX(value); }
[23:01:16] <LyronDev> But with this solution, the ScrollPane "stutters" back to my desired position if the user tries to scroll further
[23:01:29] <Xoppa> why not make the scrollpane smaller?
[23:02:46] <LyronDev> I have made a PagedScrollPane and have Tables with my level Buttons
[23:02:57] <LyronDev> The user should be able to scroll one page further, than he has unlocked levels
[23:03:03] <LyronDev> But not further than that
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[23:05:02] <LyronDev> Making the ScrollPane smaller (only the number of pages i want to show the user) would create massive problems elsewhere (i made custom animations..)
[23:05:38] <Xoppa> no, i mean, dont add content the user shouldnt be able to see
[23:05:40] <LyronDev> I admit, i've built myself quite a wall here :D
[23:06:50] <LyronDev> @Xoppa: So.. instead of adding like 9 pages of levelbuttons, i add only the 3 i want the user to see. Did i get you right?
[23:07:03] <LyronDev> Because this may be possible, i'll try
[23:07:33] <Xoppa> yes
[23:08:19] <Xoppa> its an ui: user interface, not an interface that contains everything the user doesnt have to know about
[23:10:43] <kdarknight> Xoppa, http://hastebin.com/gusuwekebe.java
[23:13:19] <Xoppa> you didnt include the entext in your commented code kdarknight
[23:13:28] <Xoppa> *extent
[23:13:54] <Xoppa> btw, len2() is an actual method
[23:14:29] <kdarknight> extent? which line?
[23:14:45] <Xoppa> 166
[23:16:35] <LyronDev> @Xoppa: Thanks for the tip, seems to be a good solution. Implementation is a little work. Will try this :)
[23:16:54] <Xoppa> yw LyronDev
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[23:18:09] <kdarknight> Xoppa, I commented out scalling in particle, do i still need extent? Btw what exactly do you mean by extent?
[23:18:18] <Xoppa> also, kdarknight, you didnt take into consideration the position in the bounds at line 167
[23:18:27] <Xoppa> yes
[23:18:44] <Xoppa> http://www.dictionary.com/browse/extent
[23:19:05] <kdarknight> oh let me add position to those bounds
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[23:23:53] <Xoppa> ow, btw kdarknight, just a general programming note, you should always consider operator precendence or clarify them when unsure, e.g. ¨obB.dimensions.len()/2 * obB.dimensions.len()/2¨ might not do what you think it does
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[23:24:44] <kdarknight> It will divide both of them and then mul right?
[23:24:58] <Xoppa> no, why would you think that?
[23:25:31] <kdarknight> haha BODMAS rule of math
[23:25:45] <kdarknight> btw i have added position in bounds, still no collision det
[23:26:06] <TEttinger> DM are the same precedence in PEMDAS and BODMAS
[23:26:12] <TEttinger> same as AS
[23:26:22] <Xoppa> https://docs.oracle.com/javase/tutorial/java/nutsandbolts/operators.html
[23:26:47] <kdarknight> Nevermind operators, i will add brackets for now :P
[23:26:54] <kdarknight> but whats with this collision :/
[23:27:29] <kdarknight> and by extent do you mean its length?
[23:27:51] <Xoppa> by extent i mean its absolute dimensions
[23:27:56] <kdarknight> i.e. line 137 (0.1f,0.03f,0.03f)
[23:28:00] <Xoppa> aka width, height and depth
[23:29:10] <kdarknight> if(tempA.sub(obB.position.add(0.1f,0.03f,0.03f)).len2() < (obB.dimensions.len()/2) * (obB.dimensions.len()/2))
[23:29:40] <Xoppa> kdarknight, move it to a separate method, e.g. public boolean intersectsSphereBounds(...)
[23:29:41] <kdarknight> still nothing :/
[23:30:28] <Xoppa> if (thing < ((A * 0.5) * (A * 0.5))) i´m sure you can simplify that ;)
[23:31:15] <xrash> oneplus 3 or nexus 6p? (not going to buy pixel phones right now)
[23:32:15] <kdarknight> No collisions Xoppa
[23:32:45] <Xoppa> kdarknight, note that the createBox requires full extents while you only need half extents (half width, height and depth)
[23:32:49] <kdarknight> Sorry for bothering you so much :P
[23:33:07] <Xoppa> pastebin your new intersectsSphereBounds method kdarknight
[23:33:15] <kdarknight> okay, 1 sec
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[23:40:30] <kdarknight> Xoppa, http://hastebin.com/afuqasudat.go
[23:41:48] <Xoppa> you do know that Vector#add modifies the vector itself?
[23:42:45] <Xoppa> what is tempA initialised to? this method doesnt look good...
[23:44:12] <Xoppa> ow, sorry, its set to the position, oversaw that
[23:45:25] <Xoppa> okay lets break it down, first get the difference in location: tempA.sub(tempB);
[23:46:48] <Xoppa> lets make that absolute, tempA.set(Math.abs(tempA.x), Math.abs(tempA.y), Math.abs(tempA.z)), so we have the absoluate distance (we dont care about the direction or alike)
[23:47:45] <kdarknight> done, then?
[23:48:22] <Xoppa> then substract half the extents from it: tempA.add(0.1f * -0.5f, 0.03f * -0.5f, 0.03f * -0.5f); note the minus sign, to substract it instead of add it ;)
[23:49:34] <Xoppa> now everything below zero is good anyway, so, just to be sure, lets make sure they are positive: tempA.set(Math.max(tempA.x, 0), Math.max(tempA.y, 0), Math.max(tempA.z, 0));
[23:50:47] <Xoppa> now get the squared radius: final float radius_sq = obB.dimensions.len2() * 0.25f;
[23:50:56] <wulax> xrash: nexus 6p seems to have poor build quality http://youtu.be/tTIaUH6PIvo
[23:51:28] <Xoppa> and finally compare the distance: if (tempA.len2() < radius_sq) { Gdx.app.log(¨Yay!!!¨, ¨You did it!!!¨); }
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[23:55:36] <kdarknight> Xoppa, i really appreciate your help man. But its still not detecting collision. Did exactly as you said :/
[23:55:48] <Xoppa> pastebin it
[23:56:15] <kdarknight> http://hastebin.com/eletolevig.cpp
[23:58:47] <xrash> wulax: interesting
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[23:59:51] <Xoppa> debug it, e.g. if (tempA.dst2(tempB) < radius_sq) it should see it, so if you dont see something at all that should be show up directly in the debugger kdarknight
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   October 6, 2016  
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