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[00:02:58] <zymo> how do i dispose a box2d light?
[00:03:33] <zymo> .remove() gives me a nullpointer
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[00:16:51] <Quallenmann> zymo: maybe try first to remove the light and after that the bodys
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[01:42:39] <WickedShell> Is there a way to tell if the current thread is the render thread? (short of posting a runnable and renaming the threads string :) )
[01:45:18] <myke> http://stackoverflow.com/questions/11411022/how-to-check-if-current-thread-is-not-main-thread
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[01:50:03] <WickedShell> myke, I'm not sure that that applys to non android stuff (at least Looper is a android thing) and the LWJGL2 backend does most of its work from a spanwed thread rather then the main thread
[01:51:01] <WickedShell> I guess I can just grab a object of Thread/currentThread() from the GL context on startup and rely on comparing that later
[01:51:17] <WickedShell> Just thought there might be a built in helper
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[02:10:12] <MoshDev> any hints about how i can achieve 2.5d game?
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[03:01:01] <Freiza> Ashley: I have a player entity and system, and I want to control the player with buttons, I created separate entity for buttons, should button logic be inside playersystem?
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[03:26:52] <pyroMechanical> hmmm
[03:27:02] <pyroMechanical> can I get some suggestions from the peanut gallery?
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[03:31:57] <FrottyZ> MoshDev: what hints?
[03:32:30] <FrottyZ> 2.5d just means 3d characters move only in 2 directions
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[03:35:59] <pyroMechanical> I'm trying to make a rail system using individual segments, but I can't figure out how to actually connect them all together
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[03:38:20] <Tomski-> pyroMechanical: hiho, sorry had to bounce earlier
[03:38:31] <pyroMechanical> that's okay Tomski-
[03:38:46] <Tomski-> What is the issue? Is it a case of you dont have the right info from tiled?
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[03:38:57] <pyroMechanical> well, I have -some- info
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[03:44:24] <pyroMechanical> basically, I have a bunch of line segments with two positions connecting them, and I need to be able to check if any of those line segments meet at a single point.
[03:44:34] <pyroMechanical> once I can do that the rest is going to work.
[03:45:28] <Tomski-> for intersections?
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[03:45:42] <WickedShell> pyroMechanical, https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/math/Intersector.html#intersectLines-float-float-float-float-float-float-float-float-com.badlogic.gdx.math.Vector2- covers what you want I think (unless I'm missing something)
[03:45:53] *** ChanServ sets mode: +o Tomski
[03:46:39] <pyroMechanical> it's less of an intersection than it is an exact point touching
[03:47:50] <Tomski> Perhaps show an example?
[03:48:11] <pyroMechanical> sure, I can actually take a screenshot
[03:50:48] <pyroMechanical> Tomski http://imgur.com/a/7Mz1f the circle is the player's location, each 'segment' is its own object
[03:53:34] <pyroMechanical> I know it's a little vague Tomski
[03:53:37] <pyroMechanical> sorry
[03:53:56] <Tomski> pyroMechanical: each line is a segment? Or are straight lines also segmented?
[03:54:05] <pyroMechanical> each line is a segment
[03:54:09] <pyroMechanical> actually
[03:54:20] <pyroMechanical> sorry, there is one break, where the line branches
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[03:54:57] <Tomski> Is that made of 3 polylines then?
[03:56:04] <pyroMechanical> just 2
[03:56:17] <Tomski> You have two junctions though?
[03:58:09] <pyroMechanical> Tomski http://imgur.com/a/1uMQO
[04:00:33] <pyroMechanical> that's what I mean, there's a divide there
[04:00:50] <pyroMechanical> so, with the exception of those two lines, every straight line is its own distinct polyline
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[04:04:38] <Tomski> Ok, well if you have the end points that you want to check for a connection you could just search other segment end points and see if they are close enough to be connected
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[04:06:06] <pyroMechanical> okay, but then I'm unsure how to index them. Like, I tried an object that stores its position and then making a new one for each vertex
[04:06:14] <pyroMechanical> but then I still have the problem of no connection
[04:07:25] <Tomski> Depends what kind of network you want I guess
[04:07:56] <Tomski> You can have each vertex as a node object, each node object has a list of its own connected nodes
[04:10:02] <pyroMechanical> right now I have a Node object, that stores its own position. what I really want to do is make an exact amount of Nodes to the number of unique points on the map
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[04:12:30] <Tomski> Just an array of nodes that are unique? no network?
[04:13:01] <pyroMechanical> an array of nodes that are unique, which then contain information on each line segment that connects to that node.
[04:13:09] <pyroMechanical> that way I can actually implement the system I'm trying to
[04:13:47] <Tomski> What do you define as a unique node, and what information should each node have about the line?
[04:15:12] <pyroMechanical> a unique node is when there are no nodes with the exact same position.
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[04:18:20] <pyroMechanical> the things it needs to know about each node is its other position, and direction from this node.
[04:21:25] <pyroMechanical> so yeah Tomski, I guess I'm just really thick about this ;-;
[04:21:56] <Tomski> pyroMechanical: Id just map a network, seems easier and you can get the info you need from that
[04:22:07] <pyroMechanical> I'm not sure how I'd go about doing that
[04:22:08] <Tomski> But the principle is the same, merge nodes that overlap
[04:23:10] <Tomski> Create a node network for each polyline, then check the end points of each of those sub networks to check for connections
[04:23:22] <pyroMechanical> hmmm
[04:23:27] <Tomski> If there is a connection between end points, delete one of them and join one sub network onto the other
[04:23:44] <pyroMechanical> and how would I go about laying out the subnetwork?
[04:24:32] <Tomski> Iterate over the vertices of each polyline. Create the first Node, then add the next node etc
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[04:27:05] <pyroMechanical> but then, how do I distinguish between nodes that are connected and nodes that aren't?
[04:27:54] <Tomski> A node that isnt connected as in a point?
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[04:28:32] <pyroMechanical> a node that isn't connected as in it's not connected to every node on screen
[04:30:37] <Tomski> You can determine if a node isnt connected to another node by either traversing the network, or checking to see if the node belongs to the same sub network as another node
[04:31:17] <pyroMechanical> I guess I'm still confused about how you're defining subnetworks
[04:31:29] <pyroMechanical> and how I'm actually distinguishing them
[04:31:35] <pyroMechanical> distinguishing nodes, I mean
[04:41:04] <Tomski> pyroMechanical: https://codeshare.io/iI9Yz
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[04:53:02] <pyroMechanical> hmmm, okay Tomski
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[04:54:39] <Tomski> pyroMechanical: just an idea, you can make it as simple/complex as you need
[04:55:52] <pyroMechanical> okay
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[07:09:20] <pyroMechanical> Tomski, what exactly is the subnetwork in your pseudocode representing again?
[07:13:31] <Tomski> pyroMechanical: list of all networks
[07:13:52] <Tomski> So at the start before merging, each polyline will be its own network
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[07:27:49] <pyroMechanical> so each polyline is its own network, and the subnetwork is the aggregate of all those.
[07:30:41] <pyroMechanical> so if, for example, I added the line subNetworks.add(subNetwork) to the for() loop with all the individual verticies
[07:30:50] <pyroMechanical> then it'll be ready for the next bit?
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[07:59:01] <Tomski> pyroMechanical: etworks
[07:59:03] <Tomski> oops
[07:59:24] <Tomski> subnetworks is the array of those polyline networks
[07:59:42] <Tomski> Once you load them all you can then start merging etc
[08:01:51] <pyroMechanical> okay, neat
[08:23:58] <pyroMechanical> so, basically, if firstNode == firstNodeMerge then merge them?
[08:25:49] <Tomski> Or if firstNode = lastNodeMerge
[08:25:51] <Tomski> Or whatever it was
[08:26:11] <Tomski> If you only ccare about the end points that is
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[09:03:10] <pyroMechanical> how do you mean by Endpoints?
[09:07:06] <pyroMechanical> well, I'm going to go to bed. night Tomski, thanks for the help today.
[09:07:32] <pyroMechanical> I didn't get my goal for today done, but that's okay because it's a bigger endeavor than I thought initially
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[09:53:51] <Tomski> pyroMechanical: the first vertex and last vertex of the polychain
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[15:37:14] <remonvv> Hi all. Looking into adding a 3d particle system to our game for some subtle effects but I'm having trouble with simulating gravity and collisions with the XZ plane. Does anyone have some pointers?
[15:37:46] <remonvv> Fiddling in the 3d particle system editor atm
[15:39:39] <karkoon> Are 1000 model instances too many if I only have tiles for floors/walls/ceilings?
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[16:25:53] <monsieur_h> heya
[16:26:30] <monsieur_h> I'm considering buying a book on libgdx soon any advice ?
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[16:28:01] <Minersail> hello I have a question
[16:28:32] <Minersail> If I were to make something like this http://imgur.com/a/0e4ew
[16:28:49] <Minersail> what sort of viewport would I use for the top left part
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[18:10:19] <karkoon> In Android monitor should I always see GPU usage? Can a low-end phone have nothing there?
[18:10:33] <karkoon> (Android Monitor in Intellij Idea btw)
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[18:52:41] <diphtherial> for those of you who use tiledmaprenderer, do you use its render() method to draw the whole thing in one shot, or do you typically use it to draw individual layers?
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[18:53:43] <pyroMechanical> so Tomski, I check if either point is equal to any other point in any of the subnetworks, and if they are I merge them together?
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[19:08:29] <barodapride> anybody integrated GPGS lately in their game?
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[19:19:40] <Xoppa> wulax, around?
[19:19:45] <wulax> yes
[19:20:54] <Xoppa> can you expand a bit on why it is not possible to move the logic to a method instead of creating a base class?
[19:21:19] <wulax> sure
[19:22:52] <wulax> if VehicleFilterTest should extend VehicleTest, and not overwrite the old car, VehicleFilterTest#create would need to call a car creation method and super.super.create(), which is not possible
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[19:23:57] <wulax> otherwise, if VehicleFilterTest#create calls super.create(), the first car would need to be created and then overwritten with the new one
[19:24:53] <wulax> it would call VehicleFilterTest#create -> │ Krash
[19:24:57] <wulax> sorry
[19:25:05] <Xoppa> the only difference between the two is the raycaster?
[19:25:21] <wulax> it would call VehicleFilterTest#create -> VechicleTest#create -> BaseBulletTest#create
[19:25:27] <wulax> yes
[19:25:35] <wulax> unfortunately there is no setter for it
[19:25:45] <wulax> but maybe that could be added?
[19:25:58] <Xoppa> so if you make a method createRaycaster() in VehicleTest and let that return the default and then extend that in your filterable test then it should be good, no?
[19:26:22] <Xoppa> *extend = override
[19:26:28] <wulax> ah, that would work actually!
[19:26:33] <wulax> good idea
[19:26:45] <wulax> I will change it
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[19:26:53] <Xoppa> ok, thanks!
[19:27:06] <wulax> by the way, I started a wiki page https://github.com/libgdx/libgdx/wiki/Building-the-Bullet-wrapper
[19:27:18] <wulax> maybe you can fill in with more information
[19:27:36] <Xoppa> great! I´ll look at it after dinner
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[19:44:39] <Xoppa> looks good wulax!
[19:44:52] <Xoppa> can you remove the bt prefix from the class wulax?
[19:45:47] <wulax> sure
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[20:02:00] <intrigus> Xoppa, why is it necessary to statically link libimobiledevice to OpenSSL ? The last version of robovm (1.14) links dynamically to OpenSSL. I think that https://github.com/MobiDevelop/robovm/issues/55 is the result of statically linking to an OpenSSL version which contains AVX instructions and thus crashes on older cpus.
[20:02:14] <Xoppa> ow and can you add a line to CHANGES wulax, referring to the PR
[20:02:46] <Xoppa> intrigus, Tomski can probably answer that
[20:03:35] <wulax> ok Xoppa
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[20:40:41] <kdarknight> Hey pro people
[20:40:57] <kdarknight> I am trying to add this shader https://www.shadertoy.com/view/4t23Rc
[20:41:04] <kdarknight> to simple 3d program in libgdx
[20:41:34] <kdarknight> I have worked on shader in 2d but don't know how to implement this with 3d models
[20:42:29] <kdarknight> any help from where I should start?
[20:43:20] <intrigus> Tomski, can you answer my question?
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[20:44:03] <Xoppa> thats not 3d kdarknight
[20:44:25] <Quallenmann> For me it looks like a post image processing shader so maybe you can render all your scene in a FrameBuffer and than render the texture with that shader.
[20:44:34] <Xoppa> thats a post processing filter which is applied to the 2d image (which can be from a 3d rendering, but that is not relevant for the shader itself)
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[20:44:51] <kdarknight> yeah, but i am trying for similar effect, like old time CRT rgb shifts
[20:44:55] <kdarknight> how can i implement that?
[20:45:19] <Xoppa> you can modify the shader to work with SpriteBatch and then use that as custom shader for your batch
[20:46:28] <kdarknight> so you mean i will keep two batch, one model one sprite. I will render models with modelbatch and then on top of it with custom shader sprite batch apply this filter?
[20:47:44] <Xoppa> you render your scene as normal but to a Framebuffer instead of the screen, then you render that texture (Framebuffer is a texture you can render onto) to the screen using SpriteBatch kdarknight
[20:47:57] <Xoppa> let me see if there´s a test which shows you how it works...
[20:48:15] <kdarknight> oh
[20:48:55] <Xoppa> but ofcourse, you would start with simply rendering any texture using spritebatch to test your shader to make sure it does what you wasnt
[20:48:57] <kdarknight> got the logic, so the spritebatch shader doesn't need model vertex data for this effect?
[20:48:57] <dnyy> in scene2d, does clear not clear listeners?
[20:48:58] <Xoppa> *want
[20:49:24] <Xoppa> indeed kdarknight
[20:49:45] <Xoppa> it´s a post processing effect
[20:50:06] <Xoppa> see also https://github.com/mattdesl/lwjgl-basics/wiki/FrameBufferObjects kdarknight
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[20:50:27] <kdarknight> awesome. thanks, will first experiment with plain fbo for now
[20:51:02] <Xoppa> here´s a basic example kdarknight https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/FramebufferToTextureTest.java
[20:51:48] <Xoppa> which listeners dnyy?
[20:51:59] <kdarknight> wow, you are fast man! thanks :D
[20:52:20] <dnyy> this hard to explain but will try: i'm adding a button to a table. the button has click and input listeners. when the button is clicked it's removed from the table, but i'm not sure how to remove it's listeners? it seems like they stay behind even when button is no longer being rendered
[20:52:35] <dnyy> i've tried calling clearListeners on the button itself but that doesn't work (i'm assuming 'cuase the listener is on the table not the button)
[20:52:45] <dnyy> i guess i need to store a reference to the listener, and call table.removeListener?
[20:52:59] <Xoppa> dont guess, verify ;)
[20:53:07] <Xoppa> check this link: sscce.org dnyy
[20:53:23] <Xoppa> should only be a few lines of code
[20:53:40] <kdarknight> dnyy, you can also for the time being add a flag in input listener, only activate when visible :P
[20:54:16] <dnyy> oh, didn't know that was a thing hah
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[20:55:17] <kdarknight> its not a thing in libgdx, I am just suggesting a workaround for the problem
[20:55:30] <kdarknight> use a boolean flag(true/false)
[20:55:50] <kdarknight> if its true, listener code will execute else not
[20:56:02] <Xoppa> wulax, thanks! can you add a small description to: https://github.com/libgdx/libgdx/wiki/Bullet-Wrapper---Custom-classes ?
[20:56:32] <kdarknight> why so many ---- in link
[20:56:40] <dnyy> kdarknight: not bad idea, tho did just fix it by adding references to the listeners in the button itself then on click removing those from the table
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[20:56:56] <dnyy> i'm not 100% i'm even doing this scene2d stuff "right" but man it is the most confusing part of making this game lol
[20:57:02] <wulax> Xoppa: sure
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[21:22:54] <myke> is there a way or a project to use jack/jill in libgdx?
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[21:26:50] <kdarknight> whats jack/jill
[21:27:00] <myke> https://www.youtube.com/watch?list=PLWz5rJ2EKKc9tH0dRV1_HmQBXe_-qFQPl&v=zfLKMun94Yc
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[21:41:20] <TEttinger> myke: https://xkcd.com/923/
[21:47:31] <myke> hm
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[22:04:00] <mobidevelop> myke: Just enable jack and use Java 8, shouldn't be much else to do
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[22:12:31] <myke> really wow
[22:12:35] <myke> simpler than i thought
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[23:00:25] <kdarknight> Xoppa, that test example you gave me, https://github.com/libgdx/libgdx/pull/4367
[23:02:06] <Xoppa> thanks kdarknight!!
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[23:53:12] <karkoon> I have a 3D dungeon whose walls/ceillings/floors are 10x10 (world units) tiles and each wall etc is a new Model Instance. By using the Android Monitor tool I've checked that when having a small dungeon I have over 1000 Model Instances created. When I made it even tinier the fps on my phone was normal.
[23:54:17] <karkoon> I've read something about making chunks, something about ModelCache(?) and something other. I'm not sure what would be the best way to improve the fps.
[23:55:12] <karkoon> I'm using the ModelBuilder to create the Models for walls and floors.
[23:55:54] <Xoppa> start by not using a separate ModelInstance for each wall etc
[23:56:07] <karkoon> Xoppa: can I combine them somehow into one?
[23:56:53] <Xoppa> sure, just export them as one in your modeling application
[23:57:14] <karkoon> Xoppa: oh :( So I'll have to learn a modeling application.
[23:57:18] <Xoppa> why would you think you need to separate them?
[23:57:43] <karkoon> Xoppa: they were easier to program that way. They were more flexible to change.
[23:57:47] <Xoppa> well you must have used some modeling application already, so you already know it
[23:58:13] <karkoon> I have used the ModelBuilder class. Because I'm just making some rectangles.
[23:58:54] <Xoppa> ModelBuilder allows you to add multiple rectangles into a single model, so then just do that
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   October 15, 2016  
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