[00:00:06] <Isogash> xrash, oneplus phones are great, I'm still using my 1
[00:01:25] <xrash> Isogash: that's good to know
[00:01:59] <wickedshell_> I'm having what has to be a pebkac problem, I'm trying to make a new FileHandle with external path (via clojure) but I can't get it to find the ctor for it...
[00:02:01] <wickedshell_> (new FileHandle "foo" com.badlogic.gdx.Files$FileType/External)
[00:02:28] <wickedshell_> Anyone familiar with why that could possibly be a problem? (libgdx 1.9.4)
[00:03:07] <Xoppa> use the Gdx.files.external method wickedshell_
[00:03:13] <xrash> and it seems better
[00:03:38] <wickedshell_> Xoppa, totally missed that, thats even easier, thanks :)
[00:03:56] <Xoppa> yw
[00:03:56] <kdarknight> Xoppa, if (tempA.dst2(tempB) < radius_sq) never sets to true/prints anything
[00:04:56] <Xoppa> then something else in your code is wrong kdarknight, log the values tempA, tempB and radius_sq
[00:07:41] <Isogash> xrash, I'm pretty sure the 1+3 is cheaper?
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[00:10:51] <Loraunt> Match three progress. yay... XD
[00:11:02] <mobidevelop> O.o
[00:11:28] <Loraunt> lol went from writing client server code to a match three game on a whim, this is why I can't complete anything <_<;;;
[00:11:56] <Isogash> wow that video is sweet xrash
[00:16:57] <diphtherial> kdarknight: not sure if it was answered before, but scaling can change position the same way that rotation can, that is if you're translated away from the origin
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[00:18:07] <diphtherial> (without translation, all linear transformations -- rotation, scaling, and shearing -- don't change the origin. translation, if you're curious, is not a linear transformation, which is why we use 4x4 matrices instead of 3x3 ones to account for it)
[00:18:20] <diphtherial> (but that's a whole can of linear algebra...)
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[00:21:32] <jabb> I have a question about SOLID, and specifically SRP. If every class has one responsibility how can you stitch them together without having a class that has accumulated all of the responsibilities?
[00:21:54] <Loraunt> Entity Framework helps with that a bit doesn't it?
[00:22:34] <jabb> Loraunt: this is a general question, and it’s possible to design a game without the use of ECS, correct?
[00:23:40] <Loraunt> I haven't drove into use a entity framework, was more of a prompt for thought that anything.
[00:24:17] <jabb> Loraunt: ahh
[00:24:32] <Loraunt> there are a few design patterns that help address the concerns
[00:24:49] <Loraunt> and no, I would not agree with that statement
[00:24:55] <jabb> eventually it’ll have to all be stitched together, right?
[00:24:59] <Loraunt> the game object's responsibility is to contain said components
[00:25:03] <Loraunt> that is its responsibility
[00:25:13] <Isogash> I would agree with that
[00:25:52] <Isogash> components are contracted at run-time, they are not explicitly coupled to the GameObject class, even if it feels like it
[00:26:05] <Isogash> or at least, they shouldn't be
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[00:30:02] <Loraunt> Right, in short, the game object, is not responsible for the sum responsibilities of its sub-components.
[00:30:36] <Loraunt> like Isogash said, its more of a coupling concern than anything
[00:31:04] <Loraunt> your game object would be huge if it did everything, breaking it into smalled classes with individualized responsibilities makes it managable.
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[00:31:13] <jabb> okay, so not in an ECS, what would a Player’s responsibility be? does it have overrides for collisions, drawing, etc?
[00:31:52] <jabb> and maybe a Sprite member, or is it abstracted to a RenderingContext interface that can batch commands. so the player has draw(RenderingContext ctx)
[00:32:15] <Isogash> whenever I've done or worked with that style of overriden OO, it's always been draw(RenderingContext ctx)
[00:32:22] <Loraunt> when it comes to implementation? I'm the worst, I follow the pen-to-paper and refactor approach.
[00:32:27] <Isogash> but that's not necessarily a good way to do it
[00:33:02] <Isogash> honestly the component system is just so much better that it seems counter-productive nowadays to do it differently
[00:33:29] <Isogash> you can achieve a similar effect with a language that supports Mixins, but I don't recommend it
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[00:34:45] <Isogash> of course, you could just go monolithic to test/prototype and then refactor to component later
[00:35:57] <Loraunt> ^
[00:35:59] <Loraunt> thats me.
[00:36:11] <jabb> do you like the ECS system approach or the Unity approach
[00:36:36] <jabb> with systems i feel it’d start to become innefficient with too many systems
[00:36:40] <Isogash> I think the Unity approach is easier to develop with
[00:36:49] <jabb> suddenly you’re iterating each entity several times a frame
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[00:37:16] <Isogash> the ECS system approach arguably has more power, but I find the same thing
[00:37:16] <Isogash> I get confused as to what systems I actually need
[00:37:31] <Loraunt> one important call out
[00:37:47] <Loraunt> some of these stuff comes at a performance cost
[00:37:51] <Isogash> Unity's component/event deals with the coupling problem sufficiently I find
[00:38:04] <jabb> yeah, unity is way more coupled
[00:38:27] <Isogash> but it's far less coupled than straight OO
[00:38:38] <Isogash> it's practical
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[00:39:33] <Isogash> I've been thinking of making a slightly novel component approach using lua
[00:40:00] <Isogash> because tiny ECS just annoys me more than it helps
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[00:41:34] <jabb> in an ECS how do you handle collisions?
[00:41:41] <Isogash> you tell me
[00:41:42] <Isogash> :D
[00:41:53] <jabb> physics system needs to know about every other entity to know if one overlaps another
[00:42:13] <jabb> should the system have a partition map and keep track of it’s own entities and somehow sync them with the ECS?
[00:43:08] <Isogash> the ECS should send out entity creation and destruction to the systems
[00:43:36] <jabb> okay, so keep a copy of the entities in it’s own partition map then?
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[00:43:39] <Isogash> the physics system filters for entities with physics components and adds or removes them from the physics world
[00:43:52] <Isogash> well, I don't see why you would need to
[00:44:11] <Isogash> unless you are talking about writing your own physics
[00:44:35] <jabb> i am :P
[00:44:51] <jabb> my physics is a specialized case box2d and other’s don’t handle well
[00:45:05] <Isogash> hmm, good luck haha
[00:45:30] <Isogash> I know some guys who made a game where they highly bastardized box2d
[00:45:46] <jabb> i already have it implemented in C, wanting to bring up to a managed language
[00:46:28] <Isogash> well box2d keeps track of its own physics objects doesn't it?
[00:46:46] <jabb> yeah
[00:47:03] <jabb> but i can’t use box2d
[00:47:14] <Isogash> huh?
[00:47:34] <Isogash> but you said you were using box2d?
[00:47:45] <Isogash> oh lol
[00:47:55] <jabb> :P
[00:48:02] <Isogash> I thought you meant you were using a customized version of box2d
[00:48:09] <jabb> nope
[00:48:18] <jabb> i would have to seriously bastardize it
[00:48:27] <Isogash> haha, can I have a clue as to why?
[00:49:17] <jabb> destructible pixel perfect terrain, forgiving movement across broken terrain, wall climbing, etc
[00:49:35] <Isogash> fair enough
[00:50:05] <Isogash> worms managed it a million years ago
[00:50:22] <jabb> i thought about polygon clipping but the movement using box2d would be unforgiving
[00:50:27] <jabb> Isogash: right haha
[00:51:51] <Isogash> these guys modified box2d to do localised variable bullet time
[00:52:17] <Isogash> so they can distort time in different areas at different rates
[00:52:39] <Isogash> apparently there is trickery with multiple physics worlds otherwise you get serious problems
[00:52:49] <Isogash> really interesting stuff
[00:52:55] <Isogash> networking it was a nightmare
[00:53:02] <diphtherial> that's pretty cool
[00:53:22] <Isogash> it's hella cool, fun game too
[00:54:10] <Isogash> just trying to figure out how to client predict bullet time made for some interesting theories
[00:54:15] <Isogash> turns out it's a lot like predicting the weather
[00:54:56] <Isogash> the smallest discrepency can have huge implications on the result because the effect is amplified by the amount of bullet time
[00:54:59] <Isogash> it's like a feedback loop
[00:55:33] <Isogash> anyway I'm just rambling about cool stuff
[00:55:51] <Isogash> have your physics system track its own objects
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[00:56:32] <Isogash> then when you create and destroy a physics component, use a system to add or remove it from the physics
[00:57:34] <Isogash> the component stores a reference or ID it gets from the physics system when the physics object is created, so that the physics system knows which one to destroy later
[01:01:57] <Isogash> I just thought of an interesting way to hand out IDs to a fixed size array without using loops at any point
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[01:02:37] <Isogash> thus making it O complexity rather than On
[01:03:03] <Isogash> someone else must have thought of it
[01:05:08] <jabb> so would the physics system basically handle all the collisions?
[01:05:14] <Loraunt> implementable or theoretical? if you have an array of infinite size you could use the hashcode of an object as its index.
[01:05:19] <jabb> what if there are some cool collision effects?
[01:06:38] <Isogash> entirely implementable
[01:06:55] <Isogash> it's uses an additional array of the same size with ints
[01:09:28] <Isogash> and really you could have a resizable array too, but resizes would require a little looping to reshuffle
[01:10:12] <Isogash> but only shuffling within the int array, saving moving the actual memory of stuff in the real array
[01:10:30] <Isogash> basically you have a double ring-buffer of IDs
[01:12:11] <Isogash> it's initialized with each cell equal to the cell number
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[01:13:37] <Loraunt> interesting way to think of it.
[01:13:46] <Isogash> you have two pointers, both starting at zero. One represents the next unnassigned ID, and one represents the the last unnassigned ID
[01:14:15] <Isogash> every time you assign an ID, you take the number in the cell of the "next" pointer, and increase the "next" pointer by one
[01:14:43] <Isogash> every time you free an ID, you place the freed ID in the cell of the "last" pointer, and increase the "last" pointer by one
[01:14:57] <Isogash> looping the pointers once they reach the end of the array
[01:16:19] <Isogash> so, no need to reshuffle IDs after a removal, or do checks on the available IDs when assigning
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[01:17:01] <Isogash> it's best use case would be if you want to store the data in a real array, and has 0 collision, which a hash might have
[01:18:10] <Isogash> also simpler than a hash algorithm
[01:20:35] <Isogash> very efficient if you are going to be assigning and freeing thousands of times a frame
[01:21:12] <Isogash> because the computation required is constant regardless of the number of currently assigned IDs
[01:29:24]
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[01:40:06] <Loraunt> this is so weird...
[01:40:40] <Loraunt> I have a class extending WidgetGroup, containing a label and text. and setup a click listener to invoke a setSelected method
[01:40:47] <Loraunt> which adds an action to scale and change alpha.
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[01:41:19] <Loraunt> and somehow, the alpha on the WidgetGroup changes when I click another one...
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[01:53:31] <Loraunt> even more interesting... getTarget from InputEvent gets the child clicked of the actor which the listener is registered 0.o
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[04:04:35] <TEttinger> Isogash: if you have a fixed-size array you essentially have the ID (the index) whenever you look up an element in it
[04:05:40] <Isogash> yes, but this is about solving the assignment problem and re-using IDs
[04:05:52] <Isogash> or re-using indices
[04:06:17] <Isogash> without having to loop over the array
[04:09:03] <TEttinger> hm
[04:09:21] <Isogash> looking up an element in an array will require some kind of search, which will get harder as you increase the size of the array
[04:11:04] <TEttinger> I just mean if you have an array with length, say, 256, and you get myArray[14], then that 14 doesn't necessarily need to be stored in the item
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[04:11:53] <Isogash> no, it doesn't need to be stored in the actual item in the cell
[04:11:59] <TEttinger> recycling space is a really interesting problem though
[04:12:03] <Isogash> but it does need to be given a cell
[04:12:15] <Isogash> yes, it is really more about the space allocation
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[04:18:16] <TEttinger> hm, doing some pseudocode, I'm missing something in what you said, Isogash
[04:18:39] <Isogash> what exactly?
[04:19:05] <TEttinger> I don't see where last is used, yet
[04:19:24] <Isogash> when you unnassign something from the array
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[04:19:54] <TEttinger> aren't you removing that item, though?
[04:19:58] <Isogash> I would do this as a class with an assign(object) and destory(id)
[04:20:08] <TEttinger> ah ok
[04:20:14] <Isogash> assign(object) returns the ID
[04:20:48] <Isogash> destroy(id) clears that space of the array and progresses the "last" pointer
[04:21:01] <Isogash> but saves the id at the "last" position before doing that
[04:21:21] <Isogash> you've got 2 arrays right?
[04:22:06] <Isogash> oh, the other really cool thing? you can use the ID array to iterate over the objects in the exact order they were added
[04:22:07] <TEttinger> not in the pseudocode
[04:22:11] <TEttinger> oh sorry
[04:22:16] <TEttinger> neat
[04:22:43] <TEttinger> I'm trying to figure out if the last pointer ever has any effect on assign()
[04:22:49] <Isogash> nope
[04:23:15] <Isogash> other than, if the next pointer catches up with the last pointer
[04:23:26] <Isogash> well, kinda
[04:23:38] <Isogash> easier to keep track of the total number of objects really
[04:27:44] <Isogash> okay forget the being able to use the ID array to iterate the objects in the order they were added
[04:27:51] <Isogash> that bit isn't true
[04:28:00] <TEttinger> so I'm trying to puzzle through this
[04:28:02] <TEttinger> int next=0,free=0, tmp; Foo[] data = new Foo[0x100]; int assign(Foo foo){data[tmp = next++] = foo; next &= 0xFF; return tmp;}
[04:28:21] <TEttinger> the issue here is that when next loops, it loops back to 0
[04:28:33] <TEttinger> it should loop to the first thing freed
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[04:28:52] <Isogash> I don't think so
[04:28:57] <TEttinger> since the only way you could add more than 256 things is if it freed something
[04:29:09] <TEttinger> (this is fixed-size right?)
[04:29:22] <Isogash> yes
[04:29:31] <Isogash> yes
[04:30:02] <Isogash> you would end up overtaking the free pointer and reassigning an existing ID
[04:30:28] <TEttinger> eh?
[04:30:55] <Isogash> but that is an error case anyway
[04:30:58] <TEttinger> but then what's the point of freeing things if their empty space isn't reused and existing items get overwritten
[04:31:00] <TEttinger> ?
[04:31:07] <Isogash> that would mean you assigned more than 256 items
[04:31:15] <Isogash> what? it is re-used
[04:31:30] <Isogash> oh I see what you missed
[04:31:50] <Isogash> there is an array of ints called idarray or something
[04:32:06] <TEttinger> ah, ok
[04:32:12] <Isogash> and you initially fill it with numbers from 0 to the length - 1
[04:32:26] <Isogash> it has the same length as the Foo array
[04:32:46] <Isogash> although really, it would be a Foo pointer array, but that doesn't matter
[04:33:17] <TEttinger> well I guess in Java every object array is a pointer array
[04:33:26] <Isogash> yeah, so not a problem
[04:34:26] <TEttinger> so how is idarray used? is it modified in some way?
[04:34:35] <Isogash> so the next and last pointer are pointing to the idarray, not the foo array
[04:34:45] <TEttinger> ok
[04:34:54] <Isogash> you use the id stored in idarray at the next pointer
[04:35:12] <Isogash> so, for the first id you want, you'll get 0
[04:35:14] <TEttinger> I do love indirection-based approaches :)
[04:35:23] <Isogash> because element 0 of idarray is 0
[04:35:37] <Isogash> then you'll get 1,2,3,4 etc.
[04:35:48] <Isogash> but lets say you drop 2 from the array
[04:36:09] <Isogash> then you write the value 2 to the free/last position (0 to begin with)
[04:36:22] <Isogash> so our array looks like 2,1,2,3,4,5,6,7
[04:36:26] <Isogash> etc.
[04:36:34] <TEttinger> ohhh
[04:36:39] <TEttinger> weird
[04:36:53] <TEttinger> what happened to 0?
[04:37:00] <Isogash> well, you see
[04:37:07] <Isogash> ideally we'd replace the other 2 with it
[04:37:20] <Isogash> essentially switching the elements
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[04:37:58] <Isogash> but that requires us to know what the value of next was when it was stored
[04:38:11] <Isogash> which after 1 loop won't be the same as the ID of the object
[04:38:18] <Isogash> time to introduce a 3rd array!
[04:38:20] <Isogash> :D
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[04:39:17] <Isogash> this is only if you want to be able to easily iterate all active IDs though
[04:39:21] <Loraunt> and by this point I've already used a linked list with an array of pointers for 1n lookups.
[04:39:34] <Loraunt> LL for iteration, array for lookups haha.
[04:39:52] <Isogash> well actually, that would use the same amount of memory
[04:39:58] <TEttinger> I'm a fan of hashlists myself
[04:40:00] <Isogash> but be slower
[04:40:24] <TEttinger> I wish i could find some better information on them
[04:40:24] <Loraunt> not entirely sure if it would be slower.
[04:40:34] <Loraunt> hashlist? or hashset?
[04:40:45] <Isogash> branch prediction and cache misses
[04:40:52] <TEttinger> it's similar to LinkedHashMap or libgdx's OrderedMap
[04:41:01] <Loraunt> Ah.
[04:41:03] <TEttinger> (or Set)
[04:41:23] <Isogash> potentially
[04:41:35] <Loraunt> anyway, night all. see you tomorrow.
[04:41:41] <Isogash> cya
[04:41:42] <Loraunt> goodluck on your projects ;p
[04:41:44] <TEttinger> later
[04:42:06] <TEttinger> if you use an array-based list as the backing for the ordering of a LinkedHashMap, then you get constant-time lookup of keys and values by their index in the ordering
[04:42:23] <TEttinger> resizes are slower
[04:43:03] <Isogash> I think that's similar to what Loraunt was describing
[04:43:50] <Isogash> the point of the method I'm proposing is to solve a very particular issue with giving out re-usable ID's in constant-time
[04:44:00] <Isogash> and freeing up ID's in the same time
[04:44:28] <TEttinger> it sounds useful but I don't currently do anything that would use it
[04:44:55] <Isogash> neither do I
[04:45:23] <Isogash> but if I did a Lua entity system I'd use it
[04:45:31] <Isogash> just to be different
[04:45:49] <Isogash> ring-buffers are cool
[04:46:14] <TEttinger> I think I understand what they are
[04:46:30] <TEttinger> modular indices?
[04:46:49] <Isogash> well, the solution I'm proposing is pretty much a ring buffer
[04:47:06] <Isogash> but it starts full rather than empty
[04:47:14] <Isogash> and it's buffering all free ID's
[04:49:04] <TEttinger> I wonder if there are any sub-random sequences that specifically generate ints that could be used as IDs
[04:49:20] <TEttinger> stuff like the halton sequence appears random but never ever repeats
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[04:49:53] <Isogash> problem though
[04:50:10] <pyroMechanical> hello everyone!
[04:50:13] <Isogash> if you want it to never generate the same number twice
[04:50:18] <Isogash> and run for infinity
[04:50:24] <Isogash> you'll run out of size
[04:50:34] <Isogash> of course I have a great non-random alternative
[04:50:45] <Isogash> which is to add 1 after every ID
[04:50:47] <Isogash> :D
[04:52:29] <pyroMechanical> so, I'm using tiled for my map creation, and would like to use it to figure out where the player's spawn point is. What would be the best way to do that?
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[04:52:48] <TEttinger> and since that would need over 2 billion IDs in either case you're running out of memory first :)
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[04:54:02] <Isogash> pyroMechanical, I haven't used tiled in production, but I know you can tag maps in the editor
[04:54:17] <Isogash> so you can store extra data in the map
[04:54:26] <pyroMechanical> I mean, I have done that already
[04:54:30] <pyroMechanical> I'm just not sure how to then read it
[04:54:36] <Isogash> so you mean reading the data?
[04:54:40] <Isogash> no clue
[04:54:44] <pyroMechanical> yeah, guess I should have clarified :P
[04:54:45] <Isogash> that's as far as I got too
[04:55:30] <pyroMechanical> I'm committed to getting -something- done
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[04:56:04] <Isogash> I'm not actual familiar with libgdx, I installed it for the first time the other day
[04:56:07] <Isogash> I'm an imposter!
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[04:57:47] <pyroMechanical> heh
[04:58:00] <pyroMechanical> I guess I'll go take a second look through the docs
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[05:15:33] <pyroMechanical> TEttinger do you have any experience with reading individual objects in a tiled map?
[05:15:51] <TEttinger> sorry, I don't use tiled
[05:16:13] <TEttinger> I think the tag thing may be another layer?
[05:16:53] <pyroMechanical> I mean, I have a layer named 'Player Spawn' with a single object at the location I'd like the player's spawn to be
[05:18:30] <TEttinger> there's properties, that may be a better fit here
[05:19:19] <TEttinger> you could get an x and a y property
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[05:35:47] <pyroMechanical> I figured out a way to do it, sort of.
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[05:58:40] <pyroMechanical> thanks TEttinger :)
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[06:03:10] <TEttinger> what did I do? :)
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[07:19:43] <zymo> is it bad to declare variables in render and update loops?
[07:22:53] <Silferein> Probably depends on what you're declaring
[07:23:11] <zymo> ints, floats, booleans
[07:23:42] <zymo> i try not to make my class headers full of ugly variables
[07:23:51] <zymo> but i also want my program to be fast :(
[07:24:02] <Silferein> Probably not. If you're concerned about it, I should say just add a //TODO or //OPTI comment, and then come back if your program actually has performance issues.
[07:24:32] <zymo> alright, cool
[07:25:11] <zymo> i just noticed that when my laptop is in not in high performance then my game runs poorly :o
[07:25:43] <Silferein> I can't see your code, but my suspicion would be something else is at play
[07:26:33] <zymo> it would make sense if the issue is in something like render() and update()
[07:27:36] <Silferein> It would... is this code online somewhere?
[07:28:34] <zymo> not currently
[07:29:05] <zymo> I still gotta get used to linux commands for github haha
[07:29:16] <Silferein> Heh, it takes a little getting used to
[07:29:42] <zymo> also afraid of people stealing my work
[07:29:44] <zymo> is that irrational?
[07:29:48] <Silferein> but once you've gone commandline it's hard to go back
[07:30:01] <zymo> i hear its better than using your mouse on a gui haha
[07:30:09] <Silferein> I don't know, are you planning on selling it?
[07:30:14] <zymo> eventually
[07:31:04] <Silferein> Hmm, I guess a local repo makes sense then
[07:31:38] <Silferein> If you pastebin the render()/update() methods, I promise not to steal too much :-D
[07:31:45] <zymo> haha
[07:31:55] <zymo> its in such an early stage, i wouldnt mind
[07:33:39] <zymo> maybe you'll catch something i was being a blind baboon for
[07:35:45] <zymo> oh cool thanks
[07:37:30] <Silferein> Hmm, you're using Ashley?
[07:37:34] <zymo> yes
[07:37:53] <Silferein> Doesn't that thing let you create systems that don't run every frame?
[07:38:18] <Silferein> Meaning you could fix the interval at say, 10 times or 30 times a second?
[07:38:53] <Silferein> You might consider having your AI logic not run every frame
[07:39:23] <zymo> hmm not sure actually
[07:39:40] <zymo> that sounds great though haha
[07:39:55] <Silferein> IntervalIteratingSystem or something like that
[07:40:00] <zymo> cant i just stuff all my code under an if?
[07:40:10] <zymo> an if statement that tests the time
[07:40:12] <Silferein> I tried Ashley a while back, but my current game doesn't really need it
[07:40:31] <zymo> i'll look into it
[07:40:48] <Silferein> Sure, although putting it into a separate module opens up possibilities like putting it on a different thread or something in the future.
[07:41:37] <zymo> ah
[07:42:51] <zymo> so render() would be like 60 a second, but updates dont have to be as frequent, right?
[07:44:37] <Silferein> right
[07:45:13] <Silferein> It's tricky, but I think some games delegate AI decisions to separate threads so they have more time to think, as it were
[07:46:31] <zymo> that does sound tricky
[07:46:46] <zymo> havent messed with multithreaded things before
[07:49:02] <Silferein> I wonder if you could use a profiler to see where the problem occurs
[07:49:42] <zymo> oh yeah, i keep forgetting that i need to see what eclipse debugger is
[07:49:52] <zymo> i heard it was great
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[08:39:29] <TEttinger> zymo: getting familiar with a debugger is a must-have skill
[08:39:41] <TEttinger> at least for most languages with debuggers
[08:40:54] <TEttinger> there's a few shortcuts to remember, they depend on the IDE for defaults but you'll want to know what key to press for step over, step into, step out, and run until breakpoint. setting breakpoints is usually just clicking in the margin of a line of code.
[08:42:12] <TEttinger> also, multithreaded stuff usually doesn't play super-great with anything that needs to interact with the visuals; OpenGL can only be updated from one thread
[08:42:38] <zymo> thanks for the advice
[08:53:27] <TEttinger> multithreading is common, in some platforms, for AI or background tasks, but android devices are unlikely to benefit from running lots of threads (2 cores, maybe 4, a few high-end devices have 8)
[08:53:50] <mk1> TEttinger: still awake? or _already_ awake?
[08:54:01] <TEttinger> still awake
[08:54:06] <TEttinger> it isn't midnight yet
[08:54:23] <TEttinger> I restarted a few times already today; computer is dying
[08:55:24] <mk1> :-(
[08:56:54] <TEttinger> don't worry though
[08:57:24] <TEttinger> I already bought a new one since the skylake->kaby lake transition has bargain-bin prices on the former high-end PCs
[08:57:57] <TEttinger> I got a sale on the last day and I haven't seen a comparable one today
[08:59:26] <TEttinger> 16GB DDR4 RAM and the first time I've gotten a computer with a 1TB HDD. also the first time I've gotten a computer with a SSD, 256GB
[09:01:38] <Ashiren> most difference you might notice having SSD
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[09:01:42] <Ashiren> then having more RAM
[09:01:47] <mk1> yeah
[09:01:48] <TEttinger> heh
[09:01:52] <mk1> ssd is nice
[09:01:58] <TEttinger> I run out of RAM often on this 12GB DDR3 machine
[09:02:00] <mk1> also since RAM was so cheap I bought 32gb
[09:02:06] <TEttinger> nice
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[09:03:52]
<TEttinger> I forgot to check if https://www.pcspecialist.co.uk/ had recently changed prices a lot due to the massive exchange rate change from the brexit vote
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[09:08:12] <TEttinger> yep, they still have good prices but since they don't ship to the US and it would be $11 more for a slightly worse PC, yay winner winner
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[09:49:52] <[AD]Turbo> hi there
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[09:51:50] <Shawneth> Hey guys, does anyone know why the IndexedNode interface was taken out in 1.8.0 of libgdx?
[09:52:33] <Shawneth> I'm not too sure what to do now for nodes since all of the tutorials and documentation tells me I'm supposed to implement the Node interface
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[11:13:40] <BCX> Hello, is anyone here experienced in robovm ? I'd need some help with my QR code reader. It works just fine, but fails to open for second time (if i open it, close it and open it again)
[11:13:51] <BCX> I think Im managing memory wrong, but im not too sure :/
[11:14:45] <Tomski> sure
[11:15:22] <BCX> Ill post a code on pastebin, gimmeh a sec :)
[11:17:55] <BCX> QRCodeReader is simple abstract class with abstract methods like start/stopCameraPreview (opens up a camera), onQRCodeScanned()... Its so we can use QRCodeScanner on IOS and Android, both with own implementation :)
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[11:21:08] <BCX> This is the exception and log :)
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[11:22:41] <Tomski> when does it happen?
[11:23:01] <Tomski> What code is last executed?
[11:23:15] <BCX> I open up a camera preview, scan a QR code, get a result successfully and close it by calling stopCameraPreview(). Then I open camera again and it crashes :)
[11:23:28] <BCX> Let me try :)
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[11:27:46] <Ashiren> do you close the camera
[11:27:56] <Ashiren> ahh its ios, so it might be different
[11:28:04] <BCX> It seems to be crashing pretty much at random point :/
[11:28:31] <BCX> Wont you mind if i get back to you in half an hour ? Need to go afk :/
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[11:35:21] <Ashiren> mhm
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[11:58:59] <kim_> hello
[11:59:20] <BCX> Tomski: Are you there ? :)
[11:59:31] <kim_> ^^
[11:59:43] <kim_> libgdx
[11:59:46] <BCX> Hello kim_
[12:00:00] <Ashiren> how may we aid you
[12:00:24] <kim_> I'm just looking around.
[12:00:48] <Tomski> BCX: yup
[12:00:54] <kim_> always you been here?
[12:01:19] <BCX> Tomski: Did you check the source code for qr reader ? Am i releasing the capture session and other stuff properly ?
[12:01:42] <Tomski> Briefly, I dont know when you are calling those methods though
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[12:05:00]
<BCX> When the app is fully loaded and in main menu. This is how i use the qr reader from previous pastebin posts. http://pastebin.com/YK0wgsh1
[12:05:39] <Tomski> That doesn't tell me where you are calling the method from
[12:05:44] <Tomski> And which thread
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[12:06:04] <Tomski> That QRCodeScannerListener should probably be a member, rather than an anonymous class
[12:06:33] <Tomski> The GC will destroy that object, and cause your app to crash if the listener methods are called again
[12:07:17] <BCX> But Im removing the listener and creating a new one, everytime i open a camera :)
[12:07:34] <BCX> and its actually a member class of QRCodeScanner
[12:08:04] <BCX> Im calling it from ClickListeners clicked method.
[12:08:05] <Tomski> Again, not enough code
[12:08:09] <Tomski> How am i supposed to know that?
[12:08:15] <BCX> Gimeh a sec :D
[12:08:29] <Tomski> What robovm version are you using?
[12:08:37] <Tomski> oss version?
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[12:11:20] <BCX> roboVMVersion = '1.12.0', iOS 9.3.4
[12:11:55] <Tomski> Use your debugger? Drop breakpoints and find out what is getting executed second time running
[12:12:27] <BCX> Any good site to paste mutliple source code files ? (3)
[12:12:35] <Tomski> gist
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[12:23:27] <BCX> If i comment out everything from stopCameraPreview method and leave only stopSession call and remove cameraPreviewView from superView it works just fine. But i guess its probably leaking... :/
[12:23:53] <BCX> Thats why i think im not releasing session, input, output and other stuff properly :/
[12:35:19] <Tomski> looks ok
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[12:36:26] <Tomski> You are starting the session on the render thread, and stopping it on the main dispatch queue though
[12:36:38] <ficolas> Hello, is it possible to connect 2 persons in a game in 2 different devices without having to host a server?
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[12:38:13] <ficolas> something very simple, not much data
[12:42:29] <ficolas> what I would need is to use google play services or something like that to connect the two users throught sockets, one as the server and one as the client
[12:43:12] <BCX> Tomski: Oh youre actually right, ill try to stop it on gdx render thread aswell... Didnt think of it
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[12:43:36] <ficolas> now that I think about it this doesnt really have anything to do with libgdx even thought my game is made with libgdx... ill better go ask somewhere else
[12:43:37] <ficolas> sorry :)
[12:44:43] <Tomski> BCX: debug it
[12:44:49] <Tomski> Find out, better than guessing
[12:44:51] <BCX> ficolas: What about bluetooth ? Or one of the devices hosting server on the same wifi network
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[12:45:16] <ficolas> i'd prefer if the two users didnt have to be close
[12:45:40] <ficolas> bluetooth is what I will end up using if I cant do it some other way
[12:45:47] <BCX> Tomski: Dont know how to debug ios app. Im using vnc to connect to mac and launching the app on ios device via gradle.
[12:47:20] <BCX> I believe steamworks api has some kind of tunneling feature which allows that, but since you mentioned devices i think its not really useable for you :/
[12:48:49] <ficolas> yeah its a shitty game, people usually dont like to play shitty games on pc but they play it on mobile phones every now and then xD
[12:49:42] <BCX> ficolas: Unfortunately I cant really help you with that since i have 0 experience with networking in mobile games :/
[12:50:13] <ficolas> thanks anyways :)
[12:50:52] <Tomski> ficolas: you can have a client be a server
[12:51:12] <ficolas> yes that is what I want
[12:51:22] <ficolas> the problem would be getting the info to connect the two users
[12:51:26] <Tomski> BCX: do you not have IDEA/EClipse on your mac?
[12:51:38] <Tomski> ficolas: you'd need some sort of matchmakign server
[12:51:40] <ficolas> the ip and port throught google play or something like that
[12:52:15] <Tomski> When clients look for a game, they contact your server and say i want a game, you match the users, and deliver the info when you have matched. Who is server, who is client, and ips
[12:53:01] <ficolas> but is there a way to do something like that through google play with your friends?
[12:53:22] <ficolas> I cant host a server for this
[12:53:31] <ficolas> i'll just do it with bluetooth I guess
[12:54:45] <Tomski> google play games has networking features
[12:54:54] <Tomski> And its all on their end
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[13:22:38] <Ashiren> i dont get their turn based multiplayer
[13:22:52] <Ashiren> so i implemented turn-base multiplayer using their real time
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[13:39:58] <Spera> hello
[13:41:55] <Spera> I have a problem when closing the application in Android with Gdx.app.exit() inside touchDown of an Input Adapter.
[13:42:42] <Spera> When the application closes I get following Exception: java.lang.NullPointerException: Attempt to invoke interface method 'void com.badlogic.gdx.Application.log(java.lang.String, java.lang.String)' on a null object reference at com.badlogic.gdx.backends.android.AndroidInput.lookUpPointerIndex(AndroidInput.java:802)
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[13:51:39] <Tomski> Version of libgdx?
[13:53:21] <Spera> 1.9.4
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[13:59:36] <mobidevelop> Why are you calling exit, and why in touch down as opposed to touch up?
[14:02:26] <Spera> Because it's a button in the main menu to exit the application (Same effect as pressing the back button). Does this not work for touchDown ?
[14:03:08] <mobidevelop> Usually the behavior of buttons is the action occurs when completing the touch/click
[14:05:40] <Tomski> It should be fixed in 1.9.4
[14:07:30] <Spera> you are right.. I thought I had updated but I was still using 1.9.3.. the update indeed fixed this, thank you
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[14:35:33] <Murii> Hey, my camear isn't moving smoothly when applaying scale, why?
[14:37:14] <Xoppa> probably something wrong with your code Murii
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[14:38:41] <Murii> I'm just setting the position to the center of player
[14:38:45] <Murii> Xoppa: ^
[14:39:34] <Xoppa> if that´s the only thing you do then that must be the problem
[14:41:00] <Xoppa> perhaps pastebin your sscce.org Murii
[14:41:37] <Scellow> for those who already bought dedicated kimsufi server, in how many hours/days you got your server? i bought it yesterday, and still nothing, not even confirmation mail :'(
[14:43:43] <mobidevelop> What's a kimsufi?
[14:44:12] <Scellow> dedicated server from ovh
[14:45:52] <Xoppa> thats not an sscce Murii
[14:46:04] <Murii> what's that?
[14:46:12] <Xoppa> click on the link: sscce.org
[14:49:45] <mobidevelop> Scellow: it says they are available in 120 seconds
[14:51:01] <Scellow> mobidevelop: i bought it yesterday :'(
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[14:51:31] <mobidevelop> And you got nothing to indicate that it actually went through?
[14:51:46] <Scellow> on my account there is the invoice, but that's it
[14:51:58] <Scellow> i opened ticket, still waiting for a reply
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[16:03:47] <ficolas> Hello, how can I load a 9patch using an asset manager?
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[16:33:22] <ficolas> why is that?
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[16:37:24] <jeffol> ficolas: look at your error
[16:37:35] <jeffol> Caused by: java.lang.RuntimeException: Invalid button ninepatch split pixel at 1, 0, rgba: 119, 119, 119, 255
[16:37:48] <jeffol> you're trying to divide sprite into 9 equal parts, right?
[16:37:55] <jeffol> how many equal parts can be split out of zero?
[16:37:55] <ficolas> yes
[16:38:05] <ficolas> uh?
[16:38:13] <jeffol> the answer is zero
[16:38:27] <mobidevelop> The split indicator pixel has to be full black
[16:38:39] <mobidevelop> That's what the error is indicating
[16:38:41] <jeffol> this was just my best guess given the information; sorry if I'm off
[16:39:13] <jeffol> I don't remember any weird pixel color rules when i was using 9patch+libgdx o_O
[16:39:58] <jeffol> weird. ficolas sorry I was wrong I thought it was because you were telling it to split at 0
[16:40:24] <ficolas> oh wait I just completelly forgot to make one of the split indicators
[16:40:34] <BCX> jeffol: It sounds logical, but ninepatch can have "no borders" as well :)
[16:40:45] <jeffol> BCX: ah right
[16:41:18] <BCX> I think only left and top are split indicators, other two are content indicators i think :)
[16:41:25] <ficolas> well thanks its fixed now
[16:41:46] <BCX> Not sure tho
[16:42:00] <mobidevelop> Indeed, splits are the top and left, padding is bottom and right
[16:44:49] <mobidevelop> Also of note, libgdx only supports a single split on each axis, the Android framework allows multiple splits.
[16:45:51] <BCX> mobidevelop: Oh good to know :) Cant really think of an usage tho
[16:46:06] <mobidevelop> For multiple splits?
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[16:48:07] <BCX> Yea, but I have this fixed idea that you use ninepatch for images, where you want to keep the borders and strech whats inside. Like dialog windows etc...
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[16:49:59] <mobidevelop> I've used them where I want some content centered and to stretch above/below
[16:50:20] <mobidevelop> But it really just depends on the design you are going for
[16:50:29] <mobidevelop> There are other ways to achieve that
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[16:52:03] <ficolas> I cant seem to be able to load any asset
[16:52:08] <ficolas> even thought I used to
[16:52:26] <ficolas> it just says File not found: filename (Internal) for everything
[16:54:14] <diphtherial> there were some people talking last night about ECSs, and from the way they were referring to them it seemed like it was their default choice and not just something they were toying with
[16:54:26] <diphtherial> i was surprised, since my impression from people here otherwise was that they solve a problem nobody actually has
[16:58:22] <mobidevelop> My brain can't handle ECSs
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[17:01:36] <Tomski> diphtherial: sure if people like that design pattern
[17:02:08] <Tomski> Ive seen a lot of implementations in here that are a mess
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[17:05:16] <diphtherial> heh, i guess there aren't a lot of prior examples of how to structure a game around ECS
[17:05:39] <Tomski> Unless you have a good grip on them, they tend to make things way more difficult than they need to be, and solve issues you dont have
[17:06:02] <diphtherial> i'm just intrigued by them, to be honest; i suppose i'm unlike most people here in that game development isn't my job, just a hobby
[17:06:28] <diphtherial> i can afford to be confused, i mean, or write something terrible for learning purposes
[17:06:35] <Tomski> They are cool, and can make your life a lot easier if you get along with the pattern
[17:06:47] <Tomski> But its there to solve a particular problem, which most people dont have
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[17:09:56] <diphtherial> iirc that has something to do with a parent class (say, for entities) becoming unweildy as you add stubs in for specific child classes that aren't relevant to most of the other child classes, right...?
[17:10:45] <diphtherial> e.g. if you have only a single thing that can be on fire, but it should be a subclass of Entity, then Entity's going to end up with an isOnFire() method if you want to still deal with the on-fire thing generically in most parts of your code
[17:11:01] <diphtherial> (please correct me if i'm wrong)
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[17:13:31] <Tomski> It doesnt really get around that
[17:14:04] <Tomski> You still have to query if a component is a specific component, which isn't that different from checking if an entity is of a particular type
[17:14:28] <diphtherial> well, at least you can decorate an entity with components without worrying that you're bloating some parent class
[17:14:42] <Tomski> So the subclass would have an isOnFire method, and you would check if the object is of the subclass tpye
[17:15:02] <diphtherial> ah, i see your point
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[17:15:30] <Tomski> On your same point, it does make it easy to generalize certain things, if something that didnt extend Entity also could be on fire
[17:15:37] <diphtherial> i was assuming that breaking polymorphism by doing a runtime type check was undesirable
[17:15:38] <Tomski> You'd need to add a particular subclass to that tree hierarchy also
[17:16:00] <Tomski> So you end up with quite complex class hiarchies
[17:16:09] <Tomski> hierarchies*
[17:16:59] <diphtherial> i'll have to think about this a bit, but it seems really cool to be able to allow something to be an arbitrary composition of traits rather than getting everything from its ancestor classes
[17:17:03] <Tomski> Its usually a sign of bad design, but its just using a different meta to determine if it has that component
[17:17:08] <diphtherial> that example of a non-entity on fire makes a lot of sense
[17:17:16] <Tomski> btw, I dont recommend going full blown OOP with this stuff either
[17:17:17] * diphtherial nods
[17:17:41] <diphtherial> what do you consider full blown OOP?
[17:17:57] <Tomski> Big hierarchies of classes
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[17:19:06] <Tomski> Every example I've seen has just been people using ECS with tiny components, not complex entities so they dont really benefit from the design
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[17:21:42] <diphtherial> agreed, from the examples it just seems like a lot of extra work for supposed future gains
[17:22:16] <diphtherial> would it be useful for a scribblenauts-esque game where you have to deal with a giant matrix of trait-trait interactions?
[17:23:05] <Tomski> Perhaps, there aren't really that many combinations of components though
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[17:23:18] <Tomski> There are many different hats, but thats just a hat component
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[17:28:35] <diphtherial> in scribblenauts specifically, or do you mean generally?
[17:28:41] <Tomski> In that game
[17:30:10] <diphtherial> i don't know, seems there's a fair amount of combinations...like, you have all the compositions of nouns and adjectives, then you have all the entity-entity interactions depdenent on the composed traits
[17:30:17] <diphtherial> *dependent
[17:31:03] <Tomski> are you talking about nouns and adjectives to create objects?
[17:31:12] <diphtherial> yes
[17:31:25] <diphtherial> it's been a while since i've played so my memory is hazy. it might be a good idea to refresh myself before i ask about it
[17:31:27] <Tomski> they probably are just looking up from tables at that point
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[17:32:07] <diphtherial> well, that's what i mean -- the composition of traits in an entity makes up its coordinates in some huge multidimensional table of all the ways traits can interact with each other
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[17:33:05] <diphtherial> i imagine that the cells of the table would be coded as systems that look for particular combinations of traits
[17:33:11] <Tomski> There are probably faster ways to search a huge database than having to build up a system for it
[17:33:17] <diphtherial> sorry, using component and trait interchangeably
[17:33:46] <diphtherial> i was under the impression that that's what systems were for, quickly masking out entities with specific components from the whole
[17:34:14] <diphtherial> (and also decoupling the updating of the entities from the data, of course)
[17:34:39] <Tomski> If you have a dumb bag of entities, you have to loop through them all to see what components they have
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[17:35:30] <pieter93> Good day all! I have a small question regarding Models and their nodes: if I wish to apply a rotation to 1 of these nodes; how would I do this? Any changes I make to the transform matrix (voth local and world) don't seem to come through; I also tried to call the calculateTransforms(true) method on the node (and the similar method on the model); Am I missing something obvious here?
[17:35:33] <Tomski> With appropriate data structures you can return all the objects that may have a particular attribute far more efficiently
[17:35:48] <Tomski> return all the hats that are red for example
[17:39:55] <Tomski> diphtherial: I think the game itself is more complex than the creation of those objects, so that probably would be a much better contender for such systems
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[17:43:03] <diphtherial> interesting, agreed
[17:43:19] <diphtherial> i apologize if i'm being weird; having trouble cutting through the brain fog today
[17:43:39] <diphtherial> still, stimulating discussion. i'll have to give implementing something in an ECS a shot so i can do more than just speculate about it
[17:45:36] <isdera> how do I enable texture filtering in my 3D scene? there doesn't appear to be any filtering currently. parts of the scene that are distance, the textures look very granulated.
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[17:51:49]
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[17:56:29] <isdera> I could use TextureParameter's genMipMaps setting. but I am confused how to couple that to my ModelInstance, since this seems to be an encapsulated class that handles all the texture binding itself.
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[18:02:43] <isdera> jesus.. with the scarcity of information on google, you'd think I'm the first person to try making a 3D game with Libgdx.
[18:04:49] <diphtherial> isdera: so, you feed TextureLoader (a type of AssetLoader) a TextureParameter instance to parameterize how it loads the textures
[18:05:11] <diphtherial> the textures you load via the textureloader will have mipmaps if that's what you specified in the TextureParameter
[18:07:14] <someoneigna> I have two rooted Nexus (One is a Galaxy 4.0.4 another one is a LG Nexus 5 4.4.2) crashing on AndroidApplication.onResume(), AndroidInput becomes null. Is this a known issue? (I'm on 1.6.4)
[18:10:28] <Tomski> There is a similar aissue, 1.6.4 is super old though
[18:10:39] <Tomski> similar issue was fixed in 1.9.4
[18:10:48] <Tomski> And it only arose in 1.9.2 or something
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[18:11:26] <Tomski> diphtherial: not at all. I definitely recommend using one, I really like the pattern itself, just not something I would recommend if you dont actually have an issue
[18:13:03] <diphtherial> Tomski: seems reasonable :)
[18:15:21] <isdera> diptherial: TextureLoader allows me to load Textures individually. but how do I use it with a ModelInstance if I want the modelinstance's textures to be filtered using mipmapping?
[18:15:49] <isdera> ModelInstance loads all the relevant textures automatically.
[18:16:17] <isdera> oops didnt see that link you sent. let me read that first lol
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[18:20:32] <isdera> hmm I mean I can use setFilter() method to enable texture filtering, but how do I get it to use mipmaps?
[18:20:47] <diphtherial> afaik the mipmaps need to be built at the time the texture is loaded
[18:21:41] <diphtherial> iirc there's an argument to the Texture constructor where you can specify that you want mipmaps created
[18:21:45] <isdera> thats what I thought. im just not sure how to do that since ModelInstance class handles the texture loading itself.
[18:25:02] <Tomski> isdera: ModelLoader parameters
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[18:27:00] <isdera> ah. but ModelLoader does not load asynchronously like AssetManager, right?
[18:27:36] <Tomski> ModelLoader is what is used by AssetManager
[18:28:10] <diphtherial> also, does ModelInstance handle loading the textures? i was under the impression that it used its associated Model's materials (including textures), which are set via ModelData, which is created via a ModelLoader...
[18:30:50] <isdera> ModelLoader constructor doesn't even take a ModelParameters argument though.
[18:31:24] <isdera> oh it does in the .load(..) method
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[18:35:02] <Tomski> assetManager.load(asset, assetLoaderParameters);
[18:35:06] <Tomski> No need to make a new loader
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[18:43:34] <isdera> what does this mean, the <T>.. does that mean it's an array? AssetLoaderParameters<T>
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[18:44:31] <Tomski> Those are generics
[18:44:58] <isdera> it won't let me do this: myModel = assets.get("model/model.g3db", Model.class, filteringModelParameters); it wants an AssetLoaderParameter, whatever that is
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[18:46:58] <Tomski> ModelLoader.ModelParameter class
[18:47:16] <Tomski> Create a new instance, pass it in as the loader param
[18:48:11] <isdera> oops I need to do it in the assets.load method, not assets.get
[18:49:11] <isdera> lol model loads but the textures look alll messed up
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[18:51:23] <Tomski> you dont need to create a new instance of the TextureLoader params
[18:51:32] <Tomski> Just manipulate the one from the ModelParameter instance
[18:52:11] <isdera> what ModelParameter instance?
[18:52:32] <isdera> oh is this like a static?
[18:56:10] <Tomski> The one you just created
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[18:56:44] <Tomski> filteringModelParam.textureParameter is already an object you can manipulate
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[18:57:21] <isdera> then why won't it allow this statement? TextureLoader.TextureParameter.minFilter = Texture.TextureFilter.Nearest;
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[18:58:59] <Xoppa> o.O
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[18:59:24] <Xoppa> you might want to read a bit up on oop
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[19:00:07] <isdera> TextureLoader.TextureParameter filteringTexParam = ?
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[19:01:05] <Xoppa> you probably want something like filteringModelParam.textureParameter.minFilter = Texture.TextureFilter.Nearest; i guess
[19:02:06] <isdera> the IDE won't allow that because filteringModelParam has not been initialized.
[19:02:46] <Xoppa> then initialize it first
[19:03:24] <isdera> how do I get the existing instance that Tomski referred to? I only want to manipulate the min and magFilter, and everything else leave the same.
[19:03:54] <Tomski> ModelParameter modelParameter = new ModelParameter();
[19:04:08] <Tomski> modelParameter.textureParameter.minFilter = Texturefilter.Nearest;
[19:04:12] <Xoppa> Tomski, was refering to the filteringModelParam.textureParameter = filteringTexParam; line
[19:05:19] <isdera> Tomski there's no such class ass ModelParameter
[19:05:27] <Tomski> import ass
[19:05:33] <isdera> *as lol
[19:06:09] <Tomski> Its a static inner class so you need to import, or use ModelLoader.ModelParameter
[19:08:39] <isdera> I got it to run but the textures look no different than before
[19:09:48] <Xoppa> what did you expect to be different?
[19:10:10] <isdera> i want trilinear or bilinear mipmapping so the textures far away don't look so pixely.
[19:10:51] <Tomski> generate mip maps, and set the filtering to that then
[19:11:33] * isdera bangs head against desk.
[19:12:04] <isdera> i can't generate mipmaps because ModelInstance class encapsulates and abstracts all the texture loading away from me
[19:12:32] <Tomski> eh
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[19:12:52] <Tomski> Its part of the texture loader
[19:12:53] <Tomski> as I said before
[19:13:01] <Tomski> which you get access to via the model loader parameter
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[19:24:52] <isdera> yay it works!
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[19:34:23] <diphtherial> lovely
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[19:42:16] <isdera> thanks for your helps
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[22:02:07] <RedHatter> I'm attempting to create bindings for google play services for moe, but I'm receiving some weird errors from the wrapnatjgen tool. Where can I go to get help with moe? The forums on intel are label as 'Archived' and I can't find any other forums or irc or anything.
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[22:26:04] <diphtherial> netspliiiits
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[22:29:07] <wulax> ride the split!
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[22:32:10] * diphtherial gyrates
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[23:01:27] <Shawneth> A* pathfinding in libgdx is amazing
[23:01:38] <Shawneth> so easy to get going, and with generics its awesome
[23:02:13] <wulax> davebaol is great
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[23:04:21] <unicrongalactus> does the tween engine see much use anymore?
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