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   October 16, 2016  
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[00:00:13] <karkoon> Xoppa: Okay.
[00:03:06] <karkoon> So I'll have to create 5 models for each possible configuration of my walls. (I'm writing it here because I don't know if my thinking is correct. Say something if I shouldn't do this.)
[00:04:07] <Xoppa> you have 5 configurations of walls?
[00:05:02] <TEttinger> should be line, corner, T, +, and possibly half-line
[00:05:36] <TEttinger> (games that use a "thin walls, thin corner" technique would use a pillar instead of a half-line)
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[00:06:04] <karkoon> (It's actually an error. I have to use 4 configurations of walls.)
[00:06:16] <Xoppa> thats sounds very restrictive
[00:06:24] <Xoppa> but sure, if that suits your needs, then use that
[00:06:32] <mobidevelop> Walls are overrated
[00:07:16] <karkoon> I don't have other possible walls. Maybe later, when I'll use my own dungeon generator, or a different one at least, I'll have to have a dead end.
[00:07:29] <TEttinger> Xoppa: it's surprising what can be done with only one wall type, but I agree that having caves/worked-stone/brick/ruined-walls/etc. be different visually would be nice
[00:07:45] <TEttinger> me has dungeon generator
[00:08:07] <Xoppa> pics or it didnt happen
[00:08:16] <karkoon> I use one that was posted on /r/gamedev. Thanks to it I was able to start writing this game.
[00:08:38] <karkoon> it was something like "dungeon generation as a service"
[00:08:55] <Xoppa> sounds expensive
[00:09:07] <karkoon> no, it's free
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[00:09:27] <Xoppa> then what´s does the ¨as service¨ part mean?
[00:09:47] <mobidevelop> It's free*
[00:10:18] <codi^r> "as a service" nets 3 points when playing buzzword bingo
[00:10:19] <karkoon> I have to connect to his server and request a dungeon and then he sends me back a json file with it.
[00:10:35] <karkoon> and that's another reason I think
[00:10:54] <mobidevelop> Once enough people build games depending on it, then they'll charge.
[00:11:28] <karkoon> Then I'll get my dungeons in a different way.
[00:11:29] <TEttinger> http://tommyettinger.github.io/home/PixVoxel/AltOrtho/dungeon.html
[00:12:32] <TEttinger> more impressive would be this one, but you need to scroll down and to the right to see anything, it's isometric http://tommyettinger.github.io/home/PixVoxel/dungeon/occupied.html
[00:13:21] <karkoon> The one I'm using is worse. It doesn't have doors, "lakes", and has less organic looking rooms.
[00:13:22] <Xoppa> neat TEttinger!
[00:13:53] <TEttinger> mine's open source and not as a service, or AAS, pronounced ass
[00:15:32] <TEttinger> the big issue with as-a-service stuff that's needed for your game to work is that if their site goes offline, or their provider is DDoS'ed, or there's just too much traffic, you get all "new SimCity at release" issues
[00:16:49] <karkoon> TEttinger: yeah, well, I'm just using as a 'kick start' because I'm not able to make my own. It would require too much effort from me and my hype would die down too quickly.
[00:18:01] <karkoon> I hope that my code which constructs the dungeon from the json is flexible enough to not be so painful to change later :P
[00:18:21] <TEttinger> dungeon generation if you don't care about quality is not super hard, but making good ones is pretty hard
[00:18:43] <TEttinger> what type of format is the json? examples anywhere?
[00:19:41] <codi^r> karkoon: in our project I merge everything into "reasonably" large chunks of geometry. the renderer doesnt know about tiles or walls anymore, just a bunch of vertex/index buffers with bounding boxes for simple view culling.
[00:20:23] <karkoon> codi^r: so it isn't even divided in rooms?
[00:20:38] <karkoon> TEttinger: let me find his website
[00:20:42] <TEttinger> in 2d, you can reuse textures more than once in a batch
[00:20:47] <TEttinger> not sure how it works in 3d
[00:21:18] <karkoon> TEttinger: https://aorioli.github.io/procedural/
[00:21:21] <codi^r> its divided into chunks of 64x64 world units, but thats for other reasons. and its easy to cull.
[00:21:21] <TEttinger> thanks
[00:21:57] <karkoon> http://docs.procedural.apiary.io/#reference/dungeon/generate/json on the right
[00:22:46] <karkoon> codi^r: maybe I'll have to use that. :P Thanks.
[00:24:21] <TEttinger> oh ouch. that's an extremely verbose format for what that actually is
[00:26:36] <karkoon> I don't know. I don't have any experience with that.
[00:32:03] <TEttinger> well it repeats each x,y point many times, i believe at least 3 times
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[00:35:24] <karkoon> TEttinger: hm... one tile knows it's own x, y and has always at least 2 tiles next to it, which have the first tile's x, y. That's what you are thinking?
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[00:51:10] <TEttinger> yeah, that's way more output than it needs
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[00:52:27] <TEttinger> with the level of complexity in those dungeons, which never have a point connected to a non-adjacent neighbor and only allow one kind of room, you could represent the whole map with one bit per cell, though that isn't quite the case with JS
[00:53:03] <TEttinger> (javascript and JSON would be 2 bits per cell using their number type, a 64-bit floating point number, as a 32bit int)
[00:53:44] <TEttinger> more likely to be useful is a simple string.
[00:53:58] <TEttinger> or an array of strings.
[00:54:25] <TEttinger> ["0000","0110","0110","0000"] <-- and you have a 2x2 room with walls around it
[00:54:53] <TEttinger> in the current JSON, it's something like
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[00:58:40] <TEttinger> [{x:1,y:1,next:[{x:1,y:2},{x:2,y:1}]},{x:1,y:2,next:[{x:1,y:1},{x:2,y:2}]},{x:2,y:1,next:[{x:2,y:2},{x:1,y:1}]},{x:2,y:2,next:[{x:2,y:1},{x:1,y:2}]}]
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[00:58:52] <TEttinger> gah he left
[00:59:44] <intrigus> :P
[01:04:01] <mobidevelop> I'd leave too
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[02:50:33] <XxXRichiXxX> hello guys, is there anyone you could help me? I want to display some debug information e.g. sprite boundings with a shaperenderer, so i use a viewport for my gameworld + camera and reset it after drawing to default but my debug drawings have some really weird offset stuff going on.. I was trying to fix it for the whole day without a proper result.. the only way was to remove the viewport but then i got another problem
[02:50:42] <XxXRichiXxX> screenshot: https://puu.sh/rKnvn/8dff8f7c31.png
[02:51:44] <XxXRichiXxX> not doing anything to the coords, just project them from the game camera to screen and then use them to draw the debug
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[04:59:39] <pyroMechanical> so Tomski, would I do something along the lines of 'if these two nodes are at the same location, add the content of connectedNodes of one node to the other, then remove the spare'?
[05:02:50] <Tomski> pyroMechanical: right, you just have to be careful of the order
[05:02:58] <pyroMechanical> how so?
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[05:03:22] <pyroMechanical> like, I don't wanna remove it before adding the new connectednodes, but why else
[05:03:25] <Tomski> edge nodes are defined by the first entry and last entry in the network array, so you need to maintain that when you merge two networks
[05:03:50] <pyroMechanical> so, in that case
[05:04:09] <pyroMechanical> firstnodes should always be merged with lastnodes, and vice versa?
[05:04:59] <Tomski> Not necessarily
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[05:06:26] <Tomski> You can have any pairing of first nodes and last nodes that may bee the merge point
[05:06:26] <pyroMechanical> hmm
[05:06:32] <Tomski> Just think about each situation
[05:06:54] <Tomski> And what should the merged network look like after (which is the first/last node of the new merged network)
[05:11:31] <pyroMechanical> hmmm, I guess I'm just having ahard time visualizing the networks
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[05:54:46] <pyroMechanical> ah well ;-;
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[08:15:27] <ShivanHunter> how do I draw a FrameBuffer to the screen? A page I'm reading has the line "batch.draw(fbo, 0, 0)" where fbo is a FrameBuffer. But when I try that, it doesn't compile since SpriteBatch doesn't actually have a draw() function that takes a FrameBuffer
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[08:18:50] <Tomski> fbo.getColourBufferTexture()
[08:19:10] <ShivanHunter> thanks!
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[11:00:24] <iprime> playing a sound seems to cut animation actions short
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[11:02:35] <iprime> I have a runnable action which is part of a parallel action, the parallel action has these 2: 1) animate something for 3 sec, 2) sequence: delay 2 secs, play sound
[11:03:03] <iprime> anyone have an idea of how to prevent that? i want the sound to play around the end of the animation without the animation to suffer (seems like "frames are skipped")
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[15:22:26] <paulo_> hello
[15:22:41] <paulo_> just discovered this today & i think it's great
[15:22:52] <paulo_> one question though, do you support Java 8?
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[15:32:48] <SusWombat> Hey
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[15:33:42] <SusWombat> Do the windows and linux "exports" require the user to have java?
[15:34:10] <Tomski> paulo_: sure, depending on what features you want and what platform
[15:34:26] <Tomski> SusWombat: you can bundle stripp;ed versions of the jvm with your application
[15:34:48] <paulo_> which do you recommend, RoboVM, or MOE?
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[15:46:50] <SusWombat> Tomski, okay thank yozu
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[15:49:40] <SusWombat> Tomski, where can i read about this stripped jvm?
[15:50:07] <bomb> Is that a Java 9 thing?
[15:51:05] <Tomski> SusWombat: check out packr
[15:51:12] <SusWombat> thanks
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[16:03:23] <zymo> when i screen record my game, it lags a bunch
[16:03:36] <zymo> I'm using camtasia
[16:06:01] <Isogash> use OBS
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[16:06:45] <Isogash> it seems to be the most actively developed game recording software
[16:06:58] <Isogash> also, lagging when you record is just normal
[16:07:46] <Isogash> lock your framerate at 30 if you can before recording
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[17:57:20] <Xoppa> wulax, around?
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[18:52:35] <paulo_> i threw j2obc away
[18:52:54] <paulo_> it works, but memory leaks
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[19:10:26] <kdarknight> is it possible to set uniform float of a custom shader and use that shader from sprite batch
[19:11:04] <Tomski> sure
[19:12:19] <kdarknight> lemme show you some code, it's throwing me no uniform found error
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[19:16:27] <kdarknight_> http://hastebin.com/elogafobop.cpp
[19:16:57] <kdarknight_> Tomski, error is "no uniform with name 'u_time' in shader"
[19:17:08] <Xoppa> you arent using the uniform kdarknight_
[19:17:27] <Xoppa> that causes it to be removed
[19:17:41] <kdarknight_> oh, so i have to use it somewhere :O
[19:17:50] <kdarknight_> let me try
[19:19:30] <intrigus> [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.
[19:19:31] <intrigus> [20:02:46] <Xoppa> intrigus, Tomski can probably answer that
[19:21:11] <kdarknight_> niiiceeee :D thanks Xoppa Tomski
[19:21:50] <nexsoftware> Tomski knows all
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[19:32:31] <wulax> Xoppa: I am now
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[19:37:36] <bob616> hello
[19:37:37] <paulo_> which do you prefer, intel's MOE or Robovm?
[19:37:40] <bob616> is anybody here?
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[19:37:47] <intrigus> no
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[19:40:37] <bob616> im using sbt + libgdx + box2d and have "can't write resource [libgdx-box2d.so]", how can i proper import box2d in sbt for android platform?
[19:40:43] <kdarknight> paulo_, this question has caused more deaths than world War 3
[19:44:25] <Xoppa> wulax, i´m updating bullet to the latest version, perhaps you can test it when i´ve pushed it later tonight?
[19:45:25] <wulax> Xoppa: sure
[19:46:25] <Xoppa> thanks wulax, pushing the changes now
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[19:47:16] <wulax> to master branch?
[19:47:30] <Xoppa> yep
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[19:50:00] <Xoppa> build should take around half an hour wulax, http://libgdx.badlogicgames.com:8080/job/libgdx/1459/
[19:50:27] <wulax> I can build it locally
[19:50:42] <Xoppa> in that case, it´s ready to be pulled ;)
[19:51:08] <wulax> building it now :)
[19:53:33] <pyroMechanical> hmmm Tomski, now I'm not sure how to delete the now useless node
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[20:02:07] <Tomski> pyroMechanical: remove it from your network and clean up referencces to it
[20:02:26] <Tomski> You may have to rebuild your network as the other one was 'one-way'
[20:04:19] <Tomski> intrigus: there was an issue building the dylib on a mac min afaik, but I can check. Have you tried running with it dynamically again with hte latest?
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[20:15:42] <wulax> Xoppa: on linux64 target: CharacterTest is bugged, the character capsule moves on its own. In ImportTest, weird stuff happen, things rotate and move on its own.
[20:15:56] <wulax> Xoppa: the rest of the test programs work fine however
[20:16:20] <wulax> I have not tried other targets
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[20:26:27] <wulax> Xoppa: I am not very familiar with these tests, but I will see if I can figure out what goes wrong
[20:29:19] <Xoppa> thanks wulax, that´s strange, perhaps the tests needs to be updated for the changes
[20:30:15] <Xoppa> unfortunately the mac build failed, probably need to clear the cache or update the ndk on the mac slave
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[20:31:08] <[twisti]> what do you guys use to build ?
[20:31:22] <Xoppa> [twisti], http://libgdx.badlogicgames.com:8080/
[20:31:30] <[twisti]> ph, jenkins
[20:31:32] <[twisti]> oh
[20:31:37] <[twisti]> hows that for building c things ?
[20:32:41] <Xoppa> it runs just fine and does its magic, dont know much about the jenkins specifics though
[20:33:16] <Tomski> Jenkins is OK
[20:33:33] <[twisti]> im tasked with move a build process to jenkins at work, and part of it is c, which i have very little experience building at all, let alone with jenkins
[20:33:46] <Tomski> Its no different in ci
[20:33:55] <Tomski> CI just helps automate the build
[20:34:22] <Tomski> Team city is really good
[20:34:33] <[twisti]> well, i mean, i know jenkins comes with project modes for maven and gradle builds, so i wasnt sure how much extra work non-java builds would entail
[20:35:08] <Tomski> You can get it to do anything, the plugins for maven/gradle really are just dummy shells for running tasks/scripts
[20:35:09] <[twisti]> its definitely going to be jenkins, because we already build our java stuff on our jenkins, and we want to keep things in one place unless absolutely neccessary
[20:35:12] <Tomski> Notihng special
[20:35:15] <[twisti]> alright
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[21:22:45] <diphtherial> is it discouraged to start and end multiple batches in a render cycle?
[21:23:32] <Tomski> the more you do it, the more you negate any performance benefits from using the batch
[21:23:51] <Tomski> If you dont need to do it, dont
[21:24:02] <diphtherial> right, that's logical
[21:24:19] <diphtherial> so i assume you should share the same batch between all the things that might need it, e.g. entities, tiledmaprenderer, etc.?
[21:24:44] <Tomski> You can share teh same batch for pretty much everything
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[21:28:04] <diphtherial> sounds good. i'm coming to the conclusion that a pure ECS is a bit much for me
[21:28:47] <diphtherial> going to go with a hybrid approach where some state is maintained in top-level objects, e.g. the level; having a system for a singleton object seems kind of crazy
[21:29:29] <Xoppa> needs moar singletons
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[21:30:16] <diphtherial> heh, i'm behind the curve -- is 'singleton' a bad word?
[21:30:40] <Xoppa> http://gameprogrammingpatterns.com/singleton.html
[21:31:04] <diphtherial> that site's pretty neat
[21:31:42] <diphtherial> ok, i misused the term; i mean that i just have one object of that type at any given time, not that it follows the singleton pattern per se
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[21:49:11] <wulax> Xoppa: the problem in CharacterTest seems to be that ghostObject.getWorldTransform(characterTransform) https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/CharacterTest.java#L131 sets the rotation and scale parts to Nan
[21:49:23] <wulax> I have not figured out why
[21:50:41] <wulax> getting too tired to continue looking tonight, maybe I continue tomorrow night
[21:52:15] <Xoppa> thanks wulax! if you can have a look at it tomorrow that would be great. If i´ve fixed the build i can have a look at it myself as well, but i´m not sure indeed if i make that tonight.
[21:54:09] <wulax> probably I can find the time, but I have an exam in a few days so I can't promise it
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[22:29:59] <mtphr> Hey guys, new TexturePacker GUI version is here! git.io/vPiyt
[22:32:48] <TEttinger> thanks mtphr
[22:32:57] <TEttinger> I've been using the last version, what's new?
[22:33:01] <WickedShell> mtphr, is this an extension/replacement for that really old version I have from a google code download? :)
[22:33:03] <TEttinger> it works fine so far
[22:33:13] <TEttinger> WickedShell: yep
[22:33:21] * WickedShell just found the readme...
[22:33:27] <TEttinger> it's nice
[22:33:40] <TEttinger> some of the option names are different from gdx wiki docs
[22:33:44] <TEttinger> but it's pretty clear
[22:33:51] <WickedShell> Nice! Will have to see if you fixed the bug I found in the google code one where it was forcing different atlases to inherit the same padding...
[22:33:59] <WickedShell> Will it load the same config file?
[22:35:46] <mtphr> TEttinger, yep, not much that time, but still few new cool things
[22:36:04] <mtphr> WickedShell, yeah, it should fully support old format
[22:37:55] <mtphr> WickedShell, I've fixed most of the bugs for the latest Aurelien's version (3.2.0) but could still miss something, fill free to open issue on github if you fine anything
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[22:44:01] <WickedShell> mtphr, nice! I like the mouse over support
[22:44:14] <WickedShell> Slightly surprised that it didn't find the images in the output directory though when it first loaded
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[22:48:32] <mtphr> WickedShell, I added mouse hover long time ago, but still don't know anything useful it can it be used for :) You mean it didn't show existing atlas preview?
[22:48:57] <WickedShell> yeah the exsisting atlas wasn't found, although the first one dumped out is showing correctly and in the right spot
[22:49:06] <WickedShell> still waiting on my painfully large one to finish running :)
[22:51:54] <mtphr> BTW, there is no option to cancel packing procedure for now. Hm, maybe it's time to finally implement it
[22:52:21] <WickedShell> I'd be pretty amused if you timed how long each packing task took :)
[22:52:51] <WickedShell> Pretty sure that it takes ~12 minutes to pack this one tex :) but I always get distracted and miss when it finishes :D
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[22:53:59] <mtphr> Wow, so how big it is? Just curious, is packing took longer than in old application?
[22:54:56] <WickedShell> I don't think it's any longer. Its just that its a lot of input. it's packing 1915 files into a 2048x2048 texture
[22:55:14] <WickedShell> (input size 7.8M)
[22:56:07] <mtphr> I should have try it myself, maybe I can improve speed in some point
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[23:00:18] <WickedShell> I think if I turned fast on it would probably be a lot faster, but I haven't tested yet if that still packs into the same size texture
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[23:18:47] <WickedShell> drat mtphr left...
[23:19:16] <WickedShell> I actually have very different outputs with his packer for some reason (on the same conf file)
[23:26:16] <WickedShell> ahhh his outputs have .atlas rather then .pack...
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   October 16, 2016  
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