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[02:10:33] <Loraunt> are there any tricks to getting a scrollpane to center on a child? Basically I want to get the effect of the android/ios home screen, you can swipe/fling/scrub left or right to change pages.
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[02:38:50] <Loraunt> is there any reason a ScrollPane emits a touchDown event but not a touchUp event?
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[03:14:12] <Loraunt> eh got it working using stage and camera.
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[03:32:02] <FrottyZ> Tomski I use this to generate my texturepack: http://hastebin.com/urorikabim.scala
[03:32:02] <FrottyZ> But the images are not padded at all? http://pasteboard.co/eFUT63Vmt.png
[03:35:00] <FrottyZ> Tettinger halp
[03:36:03] <TEttinger> hey FrottyZ
[03:36:42] <FrottyZ> oh maybe it is padded
[03:36:47] <TEttinger> hm
[03:36:49] <FrottyZ> but thats black
[03:36:54] <TEttinger> what does the source file look like?
[03:36:56] <FrottyZ> and creates those artifacts you see at the arrow blocks
[03:37:06] <FrottyZ> source files are all single 64x64
[03:37:07] <TEttinger> do you have a single image from the folder you packed?
[03:37:33] <FrottyZ> lel
[03:37:38] <TEttinger> I mean, the defaults should have 2px padding without you even specifying?
[03:37:39] <FrottyZ> the padding copies the edge pixels
[03:37:48] <FrottyZ> any way to disable that?`
[03:37:59] <TEttinger> this looks like you're packing an already-packed sprite sheet
[03:38:02] <Tomski> duplicate padding will copy the edge pixels into the padding, so if your edge pixels are black, thats what is going to be copied into the padding gaps
[03:38:13] <TEttinger> yeah, Tomski++
[03:38:37] <FrottyZ> ahhh
[03:38:42] <FrottyZ> okay thanks
[03:38:49] <Tomski> My bnc keeps dying :(
[03:38:53] <FrottyZ> ppl online just said to enable it if something isnt working
[03:39:00] <FrottyZ> 10/10 tip
[03:39:43] <FrottyZ> Well mostly me mistunderstanding the wiki article i suppose
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[03:40:31] <FrottyZ> TEttinger: and yes, the textures come from an existing spritesheet, but that had no padding
[03:40:49] <FrottyZ> therefore causing some artifacts
[03:42:54] <FrottyZ> Tomski: bnc?
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[03:43:22] <Tomski> irc bouncer
[03:44:51] <FrottyZ> maybe you're not feeding it right
[03:45:19] <FrottyZ> http://pasteboard.co/eG8Ugozg0.png
[03:45:20] <FrottyZ> aww yiss
[03:45:26] <FrottyZ> my new connection rules
[03:56:19] <Scellow_> 4am still awake, but it was worth it, i reduced server CPU usage from 50% down to 1-2% thanks for QuadTrees <3
[03:57:00] <myke> \o/
[03:59:02] <FrottyZ> Scellow_: did you profile it or did you know the performance problems beforehand
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[04:41:21] <TEttinger> FrottyZ: did you get the packer working?
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[05:32:48] <TEttinger> In case you all needed confirmation that yes, you should be coding right now instead of playing baseball: https://www.youtube.com/watch?v=D_zRcuOdjU8
[05:33:23] <TEttinger> I don't know how I watched this, it was wince-worthy but hypnotic
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[05:33:44] <TEttinger> the announcer reactions are what make it though
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[05:40:11] <FrottyZ> TEttinger: yes, just disable duplicate padding
[05:40:17] <TEttinger> woo
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[05:40:32] <FrottyZ> gn
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[07:25:39] <ShivanHunter> blargh. Can you not get arrow keys with KeyTyped?
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[07:50:07] <TEttinger> ShivanHunter: I'd assume no, because keytyped returns a string and arrow keys aren't chars
[07:50:21] <TEttinger> (or can be used to produce a string, I am not sure)
[07:51:27] <ShivanHunter> returns a char, but all the arrow keys are just 0 :/
[07:51:29] <ShivanHunter> oh well
[07:51:40] <TEttinger> ShivanHunter: generally keyTyped is only the right event to use when the user is typing actual text, not giving commands to the game
[07:51:52] <ShivanHunter> well it's for like navigating a menu
[07:52:07] <ShivanHunter> but I can just use keyUp
[07:52:11] <TEttinger> android soft keyboards can enter whole words at a time, for example
[07:52:21] <ShivanHunter> ah
[07:52:32] <TEttinger> it's a mess :)
[07:53:00] <TEttinger> I have some code that tracks keys and whether shift/ctrl/alt are pressed
[07:53:13] <TEttinger> only shift makes sense on android
[07:53:33] <ShivanHunter> meh, just keyUp will work fine
[07:53:40] <TEttinger> (I guess what's different is mine also adjusts shift-a to 'A')
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[09:39:45] <[AD]Turbo> hi there
[09:49:49] <monsieur_h1> heya [AD]Turbo
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[09:56:24] <tyrondis> Got a ScreenViewport that moves to the right, when I increase the width of my window, to the top when I increase the height, to the bottom when I descrease the hight and to the left when I decrease the width. I call stage.viewport.update(width, height) in the resize() function of my Screen. Any idea what could be causing this?
[09:58:30] <TEttinger> is the camera moving?
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[10:00:30] <tyrondis> No clue, at least I have no intention of moving it. Really all my code does is create the viewport, drawing at and updating it during resize. I have a table inside the viewport and debugAll() is active on the viewport. And I can see the debug lines as well as the table contents drifting to the sides as described above during resize.
[10:01:26] <MadMate> I am in the 8 Chapter of the book "LibGDX Game Development by Example". Here is the current state of my game: https://github.com/madmate/nutty I can't find why it's not displayed like in my book. I have attached two pictures in the link: http://imgur.com/a/wwDfF
[10:04:09] <tyrondis> Gif demonstrating the effect: http://www.giphy.com/gifs/3oz8xudnAcakoredzi
[10:04:14] <Tomski> looks like they have a wider viewport than you
[10:04:38] <Tomski> MadMate: ^
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[10:04:53] <tyrondis> but what could be causing that?
[10:05:00] <tyrondis> oh
[10:05:25] <TEttinger> tyrondis: is that a scene2d.ui user interface thing?
[10:05:30] <TEttinger> or are those debug boxes
[10:05:50] <tyrondis> the green bar is an actor rendering a shape, the lines are debug lines
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[10:06:57] <TEttinger> might need to update the layout if using scene2d.ui, though probably not plain scene2d
[10:07:25] <tyrondis> that's what i have a table for
[10:07:35] <tyrondis> it has setFillParent() set to true
[10:07:46] <TEttinger> is the table being told it changed size though?
[10:08:26] <tyrondis> isn't scene2d doing that for me?
[10:08:46] <Tomski> tyrondis: could you upload that to another site?
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[10:08:53] <Tomski> I cant view that
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[10:09:00] <Tomski> imgur or something?
[10:09:00] <tyrondis> sure gimme a sec.
[10:10:12] <TEttinger> ah, just below the code here https://github.com/libgdx/libgdx/wiki/Scene2d#viewport
[10:10:18] <tyrondis> http://imgur.com/a/aDyRQ
[10:10:31] <TEttinger> resize should have true as a third parameter for ui stuff
[10:10:37] <MadMate> I have the authors project files and the viewport height and width is the same as mine
[10:10:39] <TEttinger> err
[10:10:42] <TEttinger> update
[10:11:29] <tyrondis> Doing all of that, @TEttinger
[10:12:46] <Tomski> MadMate: their actual window is different
[10:14:30] <Tomski> tyrondis: you are expecting the table tof ill the viewport at all times?
[10:14:45] <tyrondis> yeah
[10:14:53] <Tomski> Do you have a pastebin of that sample application?
[10:15:17] <tyrondis> sure, gimme a sec
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[10:17:31] <MadMate> @Tomski thank you for the hint, I forgot to set the config.width and config.height in the desktop launcher
[10:17:49] <tyrondis> @Tomski: Screen: http://pastebin.com/fLkfRCUD Stage: http://pastebin.com/UHGmFf8Y
[10:18:23] <tyrondis> It is Kotlin code btw
[10:19:14] <Tomski> UiStage is what?
[10:19:52] <tyrondis> The 2nd pastebin
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[10:26:12] <Tomski> tyrondis: https://gist.github.com/Tom-Ski/98a776e89010c1d160e765aa61b5b69d
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[10:27:29] <gerds0n> hi guys, i have an issue in my grid/tile based platformer. on desktop the rendering works fine. but on android/html5 i got those artefacts. i guess it is because floating point rounding is done different and i could fix it by drawing my tiles a litttttle bit bigger. is there antoher common solution? http://www.directupload.net/file/d/4508/4y2wr6xs_png
[10:27:39] <Tomski> You are missing an act, which is probably it
[10:28:32] <Tomski> gerds0n: use nearest filtering, if you need to use linear add padding in your tileset
[10:28:58] <gerds0n> padding? iam not using Tiled. i implemented the rendering by myself
[10:29:27] <gerds0n> just going through my grid, rendering 64x64 tiles on x,y,64f,64f
[10:29:46] <Tomski> Are you using texture packer to pack your tiles?
[10:29:50] <gerds0n> yes
[10:30:37] <Tomski> Padding is the padding between each sprite in your atlas
[10:30:48] <Tomski> Or the edges
[10:30:54] <Tomski> What filtering are you using?
[10:31:38] <gerds0n> i didnt change the standard. so i guess nearest
[10:31:48] <tyrondis> @Tomski addind act() doesn't fix it
[10:31:53] <tyrondis> @Tomski adding act() doesn't fix it
[10:31:58] <Tomski> did you run my test?
[10:32:32] <Tomski> gerds0n: check in your atlas file
[10:32:47] <tyrondis> sry didn't see, gimme a sec
[10:33:07] <gerds0n> size: 2048,2048
[10:33:07] <gerds0n> format: RGBA8888
[10:33:07] <gerds0n> filter: Nearest,Nearest
[10:35:36] <Tomski> You'll probably want to add edge padding
[10:36:02] <gerds0n> okay i will try
[10:36:10] <Tomski> it could be a floating point issue, but you shouldnt be seeing those at such low values. You could verify if they are actually gaps by rendering something behind it
[10:36:30] <solarlune> Yo, just want to pop in and say to check out using VisualVM if you haven't gotten a chance to check it out. SERIOUSLY useful for profiling and optimizing.
[10:36:32] <gerds0n> yes i think they are gaps. the color of the line is the actual background image
[10:36:57] <Tomski> gerds0n: make sure it is 100%
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[10:39:53] <Tomski> Could still be a filtering issue though, add edge padding and duplicate edge padding, if it still exists probably not a filtering issue
[10:39:59] <tyrondis> @Tomski: Yeah, your example works. Let me see what the diff is.
[10:41:20] <gerds0n> padding / edgePadding does not change anything. iam sure it is the background showing through. so i guess a floating point thing. what else can i do besides rendering my tiles with more width/height?
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[10:44:54] <Tomski> What kind of values area you using for positioning?
[10:44:54] <Tomski> (10f, 10f)? (5000000f, 100f)?
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[10:46:10] <gerds0n> nope, it is a pretty small world, maybe 200 x 50 tiles. so the mostright tile draw would be something like draw(180 * tilewidth, 30 * tileheight, tilewidth, tileheight)
[10:46:17] <gerds0n> where tilewidth = 64f and tileheight = 64f
[10:47:21] <Tomski> Print out the values, when you are running on html, see if you can see any floating point error
[10:47:28] <Tomski> TEttinger: can probably help you, he loves gwt :)
[10:47:42] <gerds0n> i fixed the problem by doing draw(180 * tilewidth, 30 * tileheight, tilewidth + 0.1f, tileheight + 0.1f)
[10:47:44] <gerds0n> but i dont like it
[10:48:05] <gerds0n> its on android too
[10:51:04] <Tomski> Yeah, you shouldnt be seeing that. Get logging see what you can find with the values of where you are drawing
[10:51:12] <WickedShell> @gerds0n, you can get that type of error if you have the camerea placed at a non integer position and have nearest sampling depending on how your impl samples
[10:51:50] <WickedShell> (I had problems with drawing 256x256 tiles at (0.5, 0) and then (256.5, 0)
[10:54:50] <gerds0n> hmm okay, i will see if i can find the problem
[10:54:52] <gerds0n> thanks a lot guys
[10:56:45] <smelC> hey guys, I wrote a custom TextFileAssetLoader to load ascii maps from my assets folder, specifying internal as the FileHandlerResolver
[10:56:49] <smelC> but my text file cannot be found
[10:57:21] <smelC> here's the loader: https://gist.github.com/smelc/796f385f0092e685f12fff3620e904e1
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[10:58:49] <smelC> oh just found that my path was wrong, thank you for your help :-)
[10:59:40] <Tomski> np smelC
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[11:08:18] <smelC> oh well, error is different but file is not found anyway
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[11:08:58] <TEttinger> hey that's me!
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[11:09:12] <smelC> despite that I see it's relying on resource loading from the class loader
[11:09:16] <smelC> which is expected
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[11:10:47] <TEttinger> smelC: i'll take a look, though i don't know much about assetmanager
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[11:14:22] <TEttinger> smelC: that looks like it should implement SychronousAssetLoader, not the async one
[11:15:56] <smelC> well true, but that shouldn't make a difference for file finding
[11:16:01] <smelC> (and it doesn't indeed)
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[11:17:28] <TEttinger> are you giving it a filename with extension?
[11:17:35] <TEttinger> like map.txt ?
[11:18:39] <smelC> filename is solidbridge.hmap
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[11:21:28] <TEttinger> is it in the assets folder?
[11:21:57] <smelC> yes sir
[11:22:06] <smelC> close to those lovely font files that load perfectly fine
[11:22:18] <TEttinger> one of the loaders replaced any backslashes with forward slashes before loadinh
[11:22:40] <TEttinger> it sounds like it isn't in a nested subfolder of assets
[11:23:21] <TEttinger> can you modify your source to print debug info all over the loading parts?
[11:24:04] <smelC> I saw this replacing, but I have no backslash in my path
[11:24:18] <smelC> TEttinger> no I can't coz I work against libgdx's jars, not the source
[11:25:00] <TEttinger> i mean in yours
[11:25:04] <TEttinger> your new assetloader
[11:25:47] <Moshdev> when you use GoogleMap View and change the map padding googleMap.setPadding(...) then animate the camera to certain LatLng there is a glitch in the animation at the end, which the camera will ignore the padding and animate to the center of the view then move the camera to the center of padding
[11:25:57] <Moshdev> do anyone knows how to solve this?
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[11:27:23] <smelC> TEttinger> well when the 'load' method is entered, the fileName is "assets/solidbridge.hmap" and the handle is a lwjgl one with type "Internal"
[11:27:44] <TEttinger> weird... it shouldn't have assets/
[11:29:55] <smelC> indeed
[11:29:58] <smelC> now it works :-)
[11:30:18] <smelC> old "try and debug" String that was left there
[11:30:22] <smelC> sorry for the noise
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[11:43:27] <X-Ray-Jin> hey everybody
[11:43:29] <X-Ray-Jin> :D
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[15:43:01] <diphtherial> for those of you who use ECSs, is the level itself also an entity that has a 'level' component associated with it?
[15:43:20] <diphtherial> seems weird to have a system just for one entity that shares no traits with any other entity
[15:44:26] <dalv> ECS is a modern trend IMHO
[15:45:26] <dalv> classic OOP inheritance much easier, and relies on well-known patterns
[15:46:11] <diphtherial> i don't care, i'm just trying it out to see what it's like
[15:46:56] <diphtherial> your argument is absurd, too -- 'easier' is subjective, and relying on well-known patterns doesn't say anything about the merits of ECSs, just that you prefer the familiar
[15:49:13] <dalv> never supposed to be objective, in fact. :) but sorry for being so rude
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[15:50:05] <diphtherial> i admit that i'm being rude, and there really isn't any excuse for it
[15:51:08] <Xoppa> define ¨level¨
[15:51:26] <diphtherial> Xoppa: a 2d array of tiles
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[15:52:06] <diphtherial> that's a good point, actually; you could put the entities in the level, or other kinds of game metadata that only apply to that level
[15:52:29] <diphtherial> in this case i suppose the "level" is just a very large entity that's interacting with other entities (such as the player)
[15:53:12] <Xoppa> that doesnt sound like game logic, more like (graphical) implementation specific details, so that wouldnt be an entity
[15:53:50] <Xoppa> but if it suits for you to make it an entity, then that´s fine, there´s no strict rule on that
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[15:53:57] <diphtherial> well, the tiles also contain collision information, and they need to be drawn. is it common for people who use ECSs to only use it for some parts of the game, not the entire thing?
[15:54:23] <diphtherial> like, is their render() loop more than just world.process()?
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[15:55:43] <diphtherial> i do think ECSs are too large -- it'd be nice if they just addressed the composition of behaviors in an entity but didn't require that entities be flyweights
[15:55:59] <Xoppa> that depends on what world.process() does ;)
[15:56:17] <Xoppa> who are ¨they¨?
[15:56:35] <diphtherial> in artemis-odb's case it runs all the registered systems, each of which runs process() on each entity with a component type to which it's subscribed
[15:56:49] <diphtherial> they being most ECSs, e.g. artemis-odb and ashley
[15:57:02] <diphtherial> afaik the ECS pattern specifies that entities contain no data or functionality
[15:58:37] <Xoppa> in that case: yes, it is more than just world.process()
[15:59:10] <diphtherial> ah, that's good to know; i was going crazy trying to fit everything into a system, heh
[15:59:22] <Xoppa> é.g you have to clear the back buffer,render gui, etc.
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[16:00:02] <Xoppa> but i would suggest only using a solution for t
[16:00:09] <diphtherial> the guy who writes artemis-odb has a side project where he makes all of those functions (clearing the backbuffer, updating the camera, etc.) separate systems
[16:00:12] <diphtherial> seems a bit overkill
[16:00:26] <Xoppa> .*the case where you have the problem that solution solves
[16:00:47] <diphtherial> tbh i'm just writing a sample game to learn about ECSs; it's a hobby project
[16:01:39] <diphtherial> if i were just trying to write a game the way i know how i'd undoubtedly have gone with the usual OOP/composition approach just so i wouldn't have to learn a new library
[16:01:45] <Xoppa> then go nuts and implement it all as ecs, so you can see for yourself
[16:02:11] <diphtherial> heh, that's a reasonable point, although part of the purpose of this project is to learn how to use an ECS effectively, not just to learn it...
[16:02:51] <diphtherial> maybe by 'solution', you mean on a more granular level, like within this project only use an entity/component/system if the thing i'm trying to do would benefit from it
[16:03:15] <diphtherial> that seems reasonable to me
[16:03:51] <diphtherial> (there are cases where the ECS has already saved me time, like writing the event loop or the thing that'd filter entities with some specific trait)
[16:04:53] <Xoppa> if the thing you are trying to is learn about ecs then that would benefit from using ecs all over the place
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[16:07:48] <diphtherial> perhaps -- ideally i'd like to learn to use it as people who use it effectively do, that is not necessarily for everything if it's unwarranted
[16:08:09] <diphtherial> there's an old saying, "when all you have is a hammer, everything looks like a nail"
[16:15:16] <diphtherial> but yeah, maybe i'll just try to use it for everything like you said to get a clear idea of the limitations of that approach
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[16:45:52] <remonvv> Are you using Ashley
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[16:51:20] <diphtherial> i'm using artemis-odb, but i would entertain using ashley
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[16:55:31] <remonvv> Okay. Just curious. Artemis seemed a bit over engineered to me but haven't used it beyond some tests.
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[18:08:22] <diphtherial> i could see that -- it definitely seems to have more going on (aspects, systems + managers, "weaving" -- whatever that is, etc.)
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[18:52:57] <Loraunt> Any magic to unpack the default uiskin atlas?
[18:55:22] <Xoppa> which default atlas?
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[18:57:16] <Loraunt> uiskin.atlas
[18:57:21] <Loraunt> from the tools package
[18:58:07] <Xoppa> ow you mean the test skin, those are in the assets-raw folder of the test project
[18:58:31] <Xoppa> https://github.com/libgdx/libgdx/tree/master/tests/gdx-tests-android/assets-raw/skin
[18:58:38] <Loraunt> ah awesome thank you
[18:58:51] <Xoppa> btw, that´s not the default skin
[18:59:58] <Xoppa> you can download those here as well: http://libgdx.badlogicgames.com/skins.html
[19:01:29] <Loraunt> thank you!
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[20:02:10] <solarlune> Yo, if anyone's interested in profiling and Bullet physics, here's a cool little video an associate of mine made:
[20:02:16] <solarlune> https://www.youtube.com/watch?v=UFRTSeG2e5c
[20:02:35] <solarlune> Should prove useful for Bullet physics, 3D, 2D, whatever.
[20:06:51] <solarlune> *in Java, haha.
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[21:43:24] <wulax> Xoppa: thanks for the input on https://github.com/libgdx/libgdx/pull/4361, however, it looks like I will need to use another kind of refactoring than the one you suggested
[21:44:11] <wulax> VehicleTest#create() needs to create a car with the default raycaster
[21:44:34] <wulax> so if the new test is to extend that, the car will always need to be recreated
[21:45:07] <wulax> I was thinking instead of using some AbstractVehicleTest, with a method that takes a raycaster class
[21:45:17] <wulax> or object rather
[21:45:32] <wulax> then make VehicleTest and the new one extend that
[21:46:26] <wulax> it will be much easier if both tests are based on a class which extends BaseBulletTest
[21:46:49] <wulax> does that sound ok?
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[21:49:56] <wulax> hmm, maybe I should just implement that, change the PR, then let you read the code instead
[21:50:25] <wulax> probably easier to understand than my attempt at an explanation :)
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[22:00:43] <diphtherial> how annoying, you can only register a particular type of artemis-odb system once
[22:00:52] <diphtherial> (even if it's a totally seprate instance with totally separate parameters...)
[22:00:58] <diphtherial> *separate
[22:02:19] <wulax> what is the difference between separate and *separate? :)
[22:02:59] <diphtherial> seprate
[22:03:21] <diphtherial> heh, i didn't notice i'd used it twice, once correctly, to be honest
[22:04:53] <wulax> oh, I see, I didn't notice the first seprate
[22:05:35] <diphtherial> the correction was egotistical and unnecessary in retrospect
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[22:07:50] <solarlune> diphtherial, You misspelled something and then corrected it. It wasn't egotistical - you made an error, and then a correction. NBD.
[22:08:22] <diphtherial> heh, fair; thanks
[22:08:50] <wulax> yes, but never do it again
[22:08:54] <wulax> j/k
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[22:56:54] <pyroMechanical> hey everyone!
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[22:58:31] <pyroMechanical> I'm a tad bit stuck trying to use a tiled map to make a rail system and I'm a tad bit stuck.
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[22:59:18] <pyroMechanical> I've managed to index all of the locations but now I'm not sure how to establish a 'connection' between separate rails
[22:59:48] <zymo> i have a method that creates a bunch of bodies in a for loop. how do i dispose of those bodies later?
[23:00:41] <pyroMechanical> zymo, have you tried using ArrayList to store them?
[23:00:58] <zymo> nope. i probably should
[23:01:16] <zymo> then could i .dispose() the arrayList?
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[23:01:53] <Tomski-> pyroMechanical: unique connections? or can any point be connected to any other?
[23:02:32] <pyroMechanical> zymo: you'd want to do a loop through the entire arrayList, -then- dispose the arraylist
[23:02:45] <pyroMechanical> iirc disposing the arraylist just gets rid of the index
[23:03:02] <zymo> ah cool thanks
[23:03:17] <pyroMechanical> actually, no, that's wrong
[23:03:21] <pyroMechanical> just do arraylist.clear()
[23:03:28] <pyroMechanical> I think
[23:03:39] <zymo> by creating the body and adding it to the array, wouldnt that just put a copy of it in there?
[23:04:27] <pyroMechanical> I'm honestly not sure, all the stuff I've needed to do has only been relevant for each part of a single array
[23:04:52] <pyroMechanical> Tomski- each connection is unique, not all nodes have rails connecting them
[23:05:16] <diphtherial> best of #libgdx: "how do i dispose of the bodies?"
[23:05:38] <Tomski-> zymo: that adds a reference to the body object to the array, not a copy
[23:05:45] <zymo> sweet
[23:05:48] <zymo> thanks
[23:05:51] <Tomski-> You'll need to iterate over them and dispose when you are done with them
[23:06:08] <Tomski-> pyroMechanical: so what did you do in tiled?
[23:06:19] <zymo> diptherial: lol
[23:06:37] <Tomski-> You could give each node properties that tell it which other nodes it connects to
[23:06:44] <Tomski-> Would be a bit labourous though
[23:06:56] <pyroMechanical> Tomski- I have the entire rail system 'set up' to an extent, meaning individual polylines with two points
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[23:07:29] <pyroMechanical> in java I have made nodes that reference a point, but then there's no actual connections happening.
[23:09:29] <pyroMechanical> so, I guess I'm not really sure how to do that part.
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[23:12:19] <zymo> what do i use to destroy the body after i iterate over the array?
[23:12:25] <zymo> i cant use .dispose()
[23:13:11] <Tomski-> eh?
[23:14:08] <zymo> like, getting rid of it
[23:15:19] <zymo> do you destroy its fixtures with .destroyFixture()?
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[23:28:15] <zymo> this short piece of code http://pastebin.com/U48iNLdH makes this happen http://imgur.com/a/Q7OLo
[23:28:50] <zymo> and then the java se binary stops working
[23:32:02] <zymo> more specificly the first for loop
[23:35:50] <TEttinger> does world.destroyBody change mapBodies at all?
[23:37:07] <zymo> no, the value in mapBodies just gets destroyed
[23:39:10] <Quallenmann> are you maybe calling the for loop twice? that you want to destroy a body that is already destroyed. Cause the mapBodies Array isn't cleared.
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[23:39:38] <zymo> nope, just once
[23:39:47] <zymo> i added mapBodies.removeIndex(i); below world.destroyBody
[23:39:54] <zymo> it runs now, but the bodies are still there
[23:41:19] <zymo> actually nvm
[23:41:25] <zymo> they are gone yay
[23:41:46] <Quallenmann> yay \o/
[23:42:04] <zymo> but the lights are still there
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[23:56:54] <pyroMechanical> Tomski I'm thinking that I could try and make an ArrayList of PolylineMapObjects for each Node, then saving those inside the Node.
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   October 14, 2016  
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