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   October 22, 2016  
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[00:49:02] <TEttinger> well this may be interesting, Java gamedevs
[00:49:55] <TEttinger> if I run a jar by double-clicking it, it launches with Oracle Java 8, and if I launch by the commandline, it uses Zulu build of OpenJDK 8. the command line uses half the RAM and I'm not sure why
[00:55:35] <TEttinger> it seems to be that double clicking on windows starts up javaw but still allocates RAM for System.out, err, etc. while Zulu doesn't (which seems correct)
[00:59:54] <diphtherial> i wonder how to decide how many meters across my sprites should be
[00:59:58] <diphtherial> (they're 16x16px)
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[01:51:00] <MoshDev> I was watching this video (https://www.youtube.com/watch?v=5xNBNu_6BLw), how do handle background like this, do load it as chunks?
[01:53:04] <diphtherial> haha, i like this let's play's commentary. also, the animation is gorgeous
[01:53:32] <diphtherial> the "old heavy" comment was amusing
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[01:56:06] <diphtherial> what's difficult about handling that background?
[01:56:18] <diphtherial> by 'chunks' do you mean the various layers that are moving in parallax?
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[01:56:52] <diphtherial> if so, yeah, you'll want to have each image be separate, then shift them as the player moves at different rates depending on their apparent distance
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[02:02:20] <diphtherial> (each bg layer should be at least as large as the viewport in the degenerate case where it's it's infinitely far away and doesn't move at all)
[02:03:03] <diphtherial> you can draw a little triangle where the base is the level and each layer is a horizontal slice of the triangle depending on its distance
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[02:43:28] <ShivanHunter_> does anyone here use bitbucker pages, and have you tried deploying an html5 project to it?
[02:43:41] <ShivanHunter_> I keep getting "SoundManager: false INIT_TIMEOUT"
[02:44:17] <ShivanHunter_> github pages works fine, but I moved to bitbucket because free private repos
[02:44:28] <ShivanHunter_> and I'd like to keep everything in one place
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[03:11:43] <joeanders> Hi there. Is there any documentation on how TextureAttribute.createBump works?
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[03:23:47] <joeanders> Or rather... how I use it? I tried adding it to a material alongside a Diffuse attribute, but it doesn't do anything.
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[03:24:26] <Tomski> It doesnt do anything by default
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[03:24:43] <joeanders> Oh
[03:25:10] <joeanders> I'm a newbie to graphics programming... would it require a shader program or something?
[03:25:40] <Tomski> It involves you extending the default shader or writing your own shader to use
[03:26:20] <joeanders> Are there any existing shaders out there I can drop in? Or does it have to be more tailored
[03:28:17] <Tomski> Perhaps, what is it you need?
[03:28:55] <joeanders> Uh... I'm not too sure, what are the choices here?
[03:29:30] <joeanders> s/here/there
[03:29:55] <joeanders> Wait no that entire sentence was wrong, but you get what I mean (I hope)
[03:33:33] <Tomski> What textures are you trying to use for your model?
[03:33:51] <Tomski> diffuse/spec/normal/emissive etc
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[03:34:23] <joeanders> Oh right. I'm using the model builder to make a box. Then I bind 2d textures to the box and a bump map of the texture I generate from this program called CrazyBump.
[03:34:35] <joeanders> And just diffuse textures so far
[03:35:29] <Tomski> those are normal maps
[03:35:48] <joeanders> The things crazy bump make?
[03:35:53] <Tomski> Yeah
[03:36:06] <joeanders> ohh, I didn't know that
[03:36:12] <joeanders> But I don't think createNormal does anything either
[03:36:21] <Tomski> They are similar, aim to add the same sort of effect
[03:36:35] <Tomski> normal mapping isnt in the default shader, but there are shaders you can use in the libgdx repo
[03:36:47] <joeanders> Oh nice
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[03:37:20] <joeanders> What path are the shaders in?
[03:37:57] <Tomski> There are some here, https://github.com/xoppa/libgdx/tree/master/tests/gdx-tests-android/assets/data/g3d/shaders
[03:38:01] <Tomski> You wont be ablke to pop them in
[03:38:06] <Tomski> But you can see the implementations of each effect
[03:38:44] <joeanders> Great, thanks :)
[03:39:53] <Tomski> It used to be supported in the default shader, but it requires a different lighting model
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[03:40:19] <Tomski> You can see them in history here https://github.com/libgdx/libgdx/blob/612581f1c53dd4cd46337281a7eaa0687e868c66/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/default.fragment.glsl
[03:40:54] <joeanders> Is there any plan to add support back in for the normal/bump attributes?
[03:41:52] <Tomski> It makes the uber shader unmanagable
[03:42:37] <joeanders> Ah I see
[03:44:56] <Tomski> I think it would be best to supply two different uber shaders
[03:45:12] <Tomski> Most of the time I just write shaders for the specific task directly though
[03:46:00] <joeanders> Aw I haven't gotten that far in terms of graphics programming yet. The general idea of when to write a shader alone is a little confusing to me
[03:48:35] <Tomski> Its a little daunting, once you understand the basics of the pipeline it gets a lot easier
[03:49:26] <Tomski> If you are intersted in doing that i recommend you go through Xoppas shader tutorials
[03:49:46] <joeanders> I hope so. And definitely, where can I find those?
[03:50:10] <diphtherial> is there a way to listen to only a specific fixture's collisions with box2d?
[03:50:12] <Tomski> The issue with looking at the default shader, is that its an uber shader so has to handle all sorts of combinations
[03:50:18] <diphtherial> it seems you can only attach a collision listener at the world level
[03:50:27] <Tomski> Which is a nightmare to read/maintain, especially if you arent familiar with shaders
[03:50:33] <Tomski> joeanders: https://xoppa.github.io/blog/creating-a-shader-with-libgdx/
[03:52:04] <joeanders> Thanks! I've bookmarked it, will check it out tomorrow.
[03:52:18] <joeanders> In the mean time... I'm off to sleep, it's 2am here... thanks for your help :)
[03:53:02] <Tomski> Cool, if you have any questions about those tuts, just ask in here :)
[03:53:17] <joeanders> Will do. Cheers!
[03:53:18] <Tomski> diphtherial: you can make a filter yourself if you want?
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[03:53:33] <diphtherial> Tomski: ah, i wasn't aware that that's what contact filters were for, thanks
[03:53:42] <Tomski> diphtherial: not that kind of filter
[03:53:51] <Tomski> As that will prevent collisions
[03:54:03] <Tomski> but make a filter yourself in the contact listener
[03:54:21] <diphtherial> i assume you mean just having an if statement in there to check if it's the fixture i'm looking for?
[03:54:29] <Tomski> Something like that
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[04:13:08] <TEttinger> ShivanHunter_: there's also gitlab pages, in case you want a truly crazy build
[04:14:01] <TEttinger> gitlab pages uses some kind of crazy build process to make a page from your code, compiled on their server, IIRC.
[04:14:20] <ShivanHunter_> hmmm
[04:14:27] <TEttinger> it definitely has limits.
[04:14:46] <ShivanHunter_> if I can't get bitbucket to work I'll probably just use a github pages project, since it "just works"
[04:14:47] <TEttinger> I can't get all of my "home" repo on gitlab, since it stops around 256MB of files
[04:14:57] <TEttinger> github pages works great though
[04:15:02] <TEttinger> (for 7 or so GB)
[04:15:17] <ShivanHunter_> ya, I've put a few projects up on there before
[04:24:09] <TEttinger> also, https://www.figroll.io/ for static sites seems interesting
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[07:41:05] <Betalord> hi
[07:41:48] <Betalord> I need to draw thousands of little stars on screen each frame (for the background). How can I do it the fastest way?
[07:42:45] <LiquidNitrogen> do you need to draw a lot of other stuff over the top of them?
[07:43:02] <Betalord> and btw, the textures are probably not a good idea, since it's a scrollabla parallax background made out of several layers, and each layer is the size of 5x5 screen sizes, so it can easily be 5000x5000 pixels. A little big textures I think
[07:43:25] <Betalord> LiquidNitrogen: yep. This is just a background (first thing that gets rendered)
[07:45:42] <TEttinger> wha...
[07:45:52] <LiquidNitrogen> are the stars parallaxed too?
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[08:00:31] <Betalord> yes, you can scroll around (and zoom in/out) and the stars move accordingly
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[10:35:53] <Betalord> since I'm new to shaders: how can I use shaders from shadertoy.com in my libgdx app? Is there some demo on the web that demonstrates it?
[10:38:30] <TEttinger> I've wondered that too
[10:39:03] <TEttinger> they have their own predefined stuff (attributes and uniforms etc.), libgdx has other predefined stuff
[10:43:15] <Betalord> well, are there some simple shaders up on that site that work straight away in libgdx? Because I'm new to shaders and was wondering, how to put it in libgdx. I need vertex and fragment shaders, however on the site it's usually one file only (fragment shader, I assume?)
[10:44:08] <Betalord> and also, how to render it? Just create a new Sprite the size of the screen, do batch.setShader() and draw that sprite? Is this the way to do it?
[10:45:12] <TEttinger> probably not
[10:45:40] <TEttinger> that's how many demoscene shaders are done, but almost no games use a single texture with all the work in a shader
[10:46:22] <TEttinger> my "game" uses a palette swap shader, and that's all my shader does
[10:47:50] <TEttinger> it needs my assets to be specially prepared (which is good, this takes up much less disk space), and the textures need to be "bound" in an odd order. but it works.
[10:47:51] <TEttinger> https://github.com/tommyettinger/ColorGuard/blob/master/core/src/main/java/color/guard/GameplayScreen.java#L183-L213
[10:48:38] <Betalord> ok, this is an example that I want to use (it uses just one mainImage thing): https://www.shadertoy.com/view/4d3SWM
[10:48:49] <Betalord> can't it be done in libgdx in some way?
[10:49:31] <TEttinger> wow, that's beautiful
[10:54:32] <TEttinger> so that shader seems to be setting colors on the screen directly, with no sprites for spaceships or anything possible in addition to that. you could render a frame of the shader, change shaders to "normal", and switch back in the next frame
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[11:04:45] <Betalord> TEttinger: I didn't understand anything.. :) maybe some simpler explanation or code for a beginner? :) Anyway I implemented it in a way that I use default vertex shader, and for fragment shader I loaded this one. I draw a fullscreen Sprite (strecthed, it is a 1x1 white pixel sprite). I get this error though: no uniform with name 'u_texture' in shader
[11:05:34] <Betalord> (this happens while drawing it. The shader itself loads and compiles just fine)
[11:10:34] <Betalord> ok, testShaderProgram.pedantic = false seems to resolve it. However, when drawn, it just draws black screen, nothing else. What am I doing wrong?
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[12:23:17] <wulax> Betalord: you need to pass in a lot of custom attributes which are not default in libgdx, such as iResolution, iGlobaltime. the mainImage( out vec4 fragColor, in vec2 fragCoord ) function should be called just main(). fragColor should be gl_FragColor instead
[12:23:42] <wulax> there are probably more differences
[12:24:19] <wulax> https://github.com/xoppa/gdx-shadertoy might help you test your changes
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[12:46:39] <Betalord> ah, cool, I'll look into that! I found another site which has just vertex shaders: https://www.vertexshaderart.com/
[12:46:53] <Betalord> how can I use vertex shaders from this site though?
[12:47:11] <Betalord> (they seem simpler and shorter than the ones from shadertoy ;)
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[13:14:34] <wulax> Betalord: I managed to get that shader running in gdx-shadertoy with https://gist.github.com/jsjolund/5da5a4afc386208214b493e7b48736f2#file-vertex-glsl
[13:15:16] <wulax> I also had to set https://gist.github.com/jsjolund/5da5a4afc386208214b493e7b48736f2#file-fragment-glsl-L26-L29
[13:15:27] <wulax> and change the mainImage function to main
[13:16:04] <wulax> I could not figure out how to get the correct resolution unfortunately, so I just set it manually
[13:18:24] <Betalord> so, how do you run it?
[13:18:47] <Betalord> with Xoppa's shadertoy code or you have your own?
[13:24:46] <wulax> xoppa's shadertoy
[13:25:19] <wulax> but it should work in any libgdx game akaik
[13:26:40] <wulax> http://i.imgur.com/zEVThxN.png
[13:28:12] <Betalord> ow, nice :) let me try that
[13:28:49] <wulax> it has really low fps for some reason though
[13:29:01] <wulax> maybe I need a faster gpu
[13:30:37] <wulax> I think his gdx-shadertoy setup is compatible with DefaultShader in libgdx games, so it should be possible to use in any libgdx game
[13:31:32] <wulax> anyway, I have to study, see ya
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[14:09:48] <Betalord> wulax: it's working :) I managed to incorporate it into my app. Thanks man!
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[14:32:42] <wulax> Betalord: pics or it didn't happen
[14:35:44] <Betalord> well, video would be more in place, not pics :) but you can see video here anyway: https://www.shadertoy.com/view/4d3SWM
[14:37:04] <Betalord> btw, check this out, a black hole done in 130 lines of GLSL code: https://www.shadertoy.com/view/lstSRS
[14:38:18] <wulax> pretty cool!
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[14:42:23] <Betalord> btw, another problem. I am trying to load this vertex shader: http://glslsandbox.com/e#36162.1
[14:42:36] <Betalord> however it gives me error: Shader failed to compile: ERROR: 0:13: 'gl_FragCoord' : undeclared identifier
[14:42:42] <Betalord> any idea what's wrong?
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[14:59:54] <wulax> Betalord: you can't access gl_FragCoord from vertex shader
[15:00:01] <wulax> do it like this and it works https://gist.github.com/jsjolund/94699c4df7c098d28b215faea96a9909
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[15:34:37] <waterCreature> hi, i am trying to use Actor and InputListener to create Texturebutton class. I want to add normal and pressed states. I have the TextureButton class extend Actor so that I can add it to stage to draw.
[15:34:43] <Betalord> wulax: yep, that worked! Thanks :)
[15:35:11] <waterCreature> in another class, I addListener(new Inputlistender() and override the functions there.
[15:35:51] <waterCreature> but I can't access the TextureButton Class object to modify it's boolean value to toggle the two texture images.
[15:36:52] <waterCreature> I think i can call it inside render(float delta) to update it, but I am wondering if there are other neat ways
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[17:37:33] <isdera> Libgdx Music class has no way to get the length of the music file? grrr
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[17:40:55] <Betalord> how may I pass varying resulution vec2 to the vertex shader?
[17:40:58] <wulax> isdera: why not just look up the length in a media player, then hard code it in the game? are you creating new music in game?
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[17:44:07] <[twisti]> if you have many music files you could probably make a gradle task to run ffmpeg to generate a text file with their length or something during building your project, its not a nice solution but its practical
[17:47:05] <solarlune> Betalord, From the fragment shader?
[17:48:07] <Betalord> solarlune: well I don't know... I have this shader code that has varying resolution defined, and I don't know how to supply it to the shader
[17:50:53] <solarlune> Betalord, OK, so you could either type in the resolution as a constant, or set it as a uniform and pass the data into the shader program.
[17:51:06] <wulax> Betalord: you can extend DefaultShader and set any custom uniforms you want by overriding the constructor and DefaultShader#render
[17:51:25] <wulax> Betalord: e.g. https://github.com/jsjolund/GdxDemo3D/blob/master/core/src/com/mygdx/game/shaders/UberShader.java
[17:52:04] <solarlune> For setting the uniform via the ShaderProgram, you can see the ShaderProgram's API page (setUniform_______): https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/glutils/ShaderProgram.html
[17:52:15] <solarlune> Gonna restart real quick.
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[17:54:25] <Betalord> ah, that's cool. I'll try it, just not right now... I'm hooked on this shader demo sites, it's just amazing :) It's all Xoppa's fault though, I got hooked yesterday when he refused to help me with OpenGL 1.0 calls and forced me to use shaders!
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[18:03:22] <Xoppa> o.O
[18:17:17] <schlogg> Is looping over a 1 million entities in a database generally a big job on a backend server? im wondering how to solve expired password links, is it a good solution to use a cron jbo that loops over all entities and the database and removes expired items (like remove account if not confirmed within a day, remove reset pw link if not used within a day etc)
[18:18:43] <Tomski> You have 1 million password links?
[18:21:40] <Tzeentch-cultist> that's a couple of password links
[18:22:13] <isdera> is delta time in milliseconds?
[18:22:25] <Tomski> seconds
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[18:25:31] <isdera> so then seconds = (int)delta % 60; milliseconds = ?
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[18:25:52] <isdera> it doesn't let me use modulus operator on a float.
[18:26:16] <Tomski> Seconds is just (int) delta
[18:27:03] <Tomski> then milliseconds would just be (delta - seconds) * 1000f
[18:27:30] <diphtherial> i'm feeling slow today, not sure why the last paragraph isn't parsing: https://github.com/libgdx/libgdx/wiki/Box2d#creating-a-world
[18:27:52] <diphtherial> how do i draw a sprite in meters? i mean, don't you just draw a sprite and its just the width and height of the image?
[18:28:00] <Tomski> No
[18:28:03] <Tomski> Its the size you give it
[18:28:14] <diphtherial> (i've followed the advice of setting the camera viewport width and height to meters, e.g. 6x4)
[18:28:31] <Tomski> If you drew your sprite with size 6x4, it would appear as large as the camera viewport
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[18:28:48] <ParkourGrip> ClassNotFoundException AndroidLauncher D : <
[18:29:07] <diphtherial> my sprite is 16x16 pixels -- is there some field on the Texture object or something where you specify the size before passing it to batch.draw()?
[18:29:13] <Tomski> Pixels dont exist
[18:29:23] <Tomski> sprite.setSize(6, 4)
[18:29:27] <ParkourGrip> ling time havent used libgdx and i try to make a new project with the setup app and all
[18:29:29] <ParkourGrip> and this : P
[18:29:37] <diphtherial> Tomski: it's just a Texture, for the record, not actually a Sprite
[18:29:40] <Tomski> ParkourGrip: ez solution ditch eclipse ;)
[18:29:51] <Tomski> diphtherial: same deal, just provide the correct size when you draw it
[18:30:00] <Tomski> batch.draw(texture, x, y, width, height)
[18:30:19] <ParkourGrip> @Tomski i have people in a team that are all used to eclipse
[18:30:25] <Tomski> ParkourGrip: you hvae to go into your android project build path and tick all exports
[18:30:37] <diphtherial> Tomski: aha, just saw that
[18:30:49] <ParkourGrip> ye i have figured that out but how exactly : P
[18:31:10] <Tomski> Go into the android project build path, look at the export options, and tick them all
[18:31:11] <ParkourGrip> there are tones of stuff on google about stuff haveing to be in the libs folder
[18:31:14] <diphtherial> still, i'm being greeted with a delightful view of nothing now. am i going to have to map all the coordinates from tiled into this new meters unit?
[18:31:43] <Tomski> diphtherial: if you are using the tiled renderers you just set the scale in the constructor
[18:31:50] <diphtherial> also, is this going to be super ugly for a retro-looking pixelated game?
[18:31:53] <Tomski> no
[18:33:28] <ParkourGrip> Tomski like this ? https://dl.dropboxusercontent.com/u/102278960/like%20this.png
[18:34:29] <ParkourGrip> ye well that did not work : /
[18:34:59] <Tomski> Yes, then clean and build
[18:35:27] <schlogg> Tomski: no just saying if i have a million users then i have a few password links per day.
[18:35:40] <Tomski> schlogg: have a separate table for these links
[18:37:05] <ParkourGrip> yep thx Tomski it worked
[18:37:23] <ParkourGrip> that clean thing i forgot to do
[18:37:28] <ParkourGrip> you sure know your stuff
[18:38:06] <ParkourGrip> i feel like eclipse (not me) is getting too old for this shit Kappa
[18:42:17] <ParkourGrip> thanks again good sir
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[18:48:25] <isdera> how can I make sure that when my users types something in a TextField the keystrokes aren't registered by other InputProcessors?
[18:48:31] <diphtherial> Tomski: ok, so you can scale each sprite by its "real-world" units and you can provide a scale to the tiledmaprender, but what about the pixel units in a tiledmap itself?
[18:48:44] <diphtherial> e.g. map objects in the map are at their pixel coordinates in the map
[18:48:52] <Tomski> They shouldnt be
[18:49:17] <Tomski> You dont scale a sprite by real world units, you set the dimensions to real world units
[18:50:24] <diphtherial> sorry, i must be using the wrong terms -- i'm calling batch.draw(img, 1, 1, 2, 2), say, for a sprite that's at (1,1) in meters and is 2m by 2m in size
[18:50:32] <diphtherial> does that make sense?
[18:50:40] <Tomski> Yep
[18:50:56] <isdera> Tomski, were you talking to me when you said "They shouldnt be" ? :]
[18:51:03] <Tomski> isdera: nop
[18:51:06] <diphtherial> isdera: no, that was to me
[18:51:12] * diphtherial feels like a complete moron
[18:51:23] <diphtherial> i know that i've done this before and i don't remember it being this hard; maybe i have brain damage or something
[18:53:28] <diphtherial> well, anyway, when i grab a map object from tiledmap, the coordinates of the object are in pixels
[18:53:36] <diphtherial> (relative to the map's origin, i guess)
[18:53:56] <Tomski> they should be in tile coordinates
[18:54:21] <Tomski> Would have to check though
[18:54:40] <diphtherial> map objects aren't placed on the grid in tiled
[18:55:15] <diphtherial> i suppose i can just multiply it by the same scale i fed to the tiledmaprenderer to map from pixels to world units
[18:55:35] <Tomski> Yup
[18:55:51] <Tomski> Tiled is y down iirc
[18:56:00] <Tomski> So you'd need to flip by the map height
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[19:02:19] <diphtherial> indeed, thanks; i'm still not seeing anything render after having changed the camera, but at least the debugger is showing the right units for the player's position
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[19:06:01] <diphtherial> just as a sanity check, if i want each tile to be 1x1m and the tiles are 16x16px, the unitScale param to tiledmaprenderer should be 1/16f, right?
[19:06:07] <Tomski> yep
[19:11:00] <Tomski> diphtherial: what does your camera/renderer setup look like?
[19:12:11] <diphtherial> Tomski: ah, sorry, i figured it out; i was apparently mapping back to pixel units in a resize() call i forgot to update
[19:12:34] <diphtherial> everything's looking pretty good now and the character is moving much more realistically at 2x2m than it was at 16x16m
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[19:23:58] <diphtherial> http://puu.sh/rRQGp/a5b978d856.png
[19:24:06] <diphtherial> it's all placeholder graphics for now
[19:29:18] <Tomski> nice :)
[19:34:09] <Betalord> anyone has some code to draw a line using shader (or such), so that I could specify thickness and I also want smooth edges :)
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[19:53:19] <[twisti]> dont draw lines, draw a line shaped texture
[19:58:46] <Tzeentch-cultist> I must say, having found that piece of code to make the tiled map box2d physics bodies be built based on shapes done in Tiled rather than the graphics was... Somewhat huge, performance-wise. Suddenly the ground was just one huge block rather than hundreds of individual blocks :p
[19:59:19] <Tzeentch-cultist> Or just one line, as the case may be
[20:07:10] <diphtherial> hrm, maybe that's a good idea for me, too. i wrote a little routine for producing 'stripes' of rectangles for collidable tiles on the same y-level, but it'd definitely be more efficient if it was combined across y levels as well
[20:08:08] <diphtherial> maybe a bit of both wouldn't be bad, like large areas marked off with geometry and individual collidable tiles still autogenerated by the routine
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[20:13:20] <Betalord> [twisti]: how? You mean like that circle trick, with 1x1 pixmap that you then stretch?
[20:14:37] <[twisti]> no, just make a texture that looks like a line and then stretch it to where you want the line to be
[20:17:37] <Betalord> hm ok, so I stretch it up the length and then use batch.draw and use some rotation to make it go from point a to b? This is fast enough?
[20:21:29] <diphtherial> does box2d not support concave polygons?
[20:21:45] <diphtherial> it appears to be convex-ifying the concave polygons i'm giving it
[20:22:07] <Tomski> concave only
[20:22:14] <Tomski> convex
[20:22:16] <Tomski> wops
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[20:24:51] <diphtherial> ah, fair, guess i'll just construct the concave polys as compositions of convex ones
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[20:25:07] <diphtherial> it was surprisingly easy to add them to box2d
[20:25:18] <diphtherial> (and also to create them in tiled with fine grid snapping enabled)
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[20:30:41] <[twisti]> http://www.redblobgames.com/x/1640-hexagon-tiling-of-sphere/
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[20:51:46] <Betalord> ok, my line drawing routine is done: http://pastebin.com/0XvT5qNC
[20:52:11] <[twisti]> and does it work
[20:52:23] <Betalord> so, twisti, did you have this in mind? I create a 1x1 texture, which I then stretch horizontaly by length of line, vertically by line thickness, and then I rotate it
[20:52:26] <Betalord> yep, it works
[20:53:18] <[twisti]> not exactly, but if it works thats more important than anything i had in mind
[20:55:09] <Betalord> ok :) well, it almost works. I just saw it gets deformed if x2 is less then x1, will fix it
[20:55:33] <Betalord> now comes the hard part though: a shader (like the one you gave me for circles) that smooths out the borders
[20:56:10] <Tzeentch-cultist> Luckily most of the things have been done already, so my having forgotten like 90% of the math from SCHOOL doesn't really affect my ability to continue work on my game.
[21:00:42] <forsakenharmony> how is libgdx compared to unity performancewise in 3d?
[21:13:46] <ficolas> is perfomance the only thing you should look when choosing libgdx or unity?
[21:14:11] <ficolas> forsakenharmony
[21:14:38] <forsakenharmony> no?
[21:14:49] <forsakenharmony> idk, I love kotlin
[21:14:59] <forsakenharmony> and I can't use that with unity
[21:15:31] <forsakenharmony> I just want to know if it's a good idea to make a 3d game with unity
[21:16:04] <ficolas> it is, and it is also a good idea to make it with libgdx
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[21:17:03] <iprime> unity is more of engine, libgdx more of a framework
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[21:17:28] <forsakenharmony> *libgdx ^
[21:17:38] <forsakenharmony> is what I meant
[21:17:42] <forsakenharmony> iprime, I know
[21:17:50] <iprime> forsakenharmony, what kind of 3d game anyway
[21:18:21] <forsakenharmony> eh, not even sure yet if I'm gonna make one
[21:18:27] <forsakenharmony> have some 2d projects currently
[21:18:55] <iprime> are you using libgdx or unity for them?
[21:19:01] <Tomski> depends how good you are
[21:19:02] <iprime> dont' know about unity, but 2d in unreal is annoying
[21:19:09] <Tomski> Bad implementations with both will lead to bad results
[21:19:25] <Tomski> With libgdx you need to have a better understanding as its more low level
[21:24:50] <forsakenharmony> libgdx
[21:27:47] <forsakenharmony> Tomski, yeah, the low level stuff makes it harder
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[21:28:20] <diphtherial> i recall there being a way to hot-edit numbers in eclipse while the program is running; is that possible in intellij?
[21:28:26] <diphtherial> values of variables, i mean
[21:28:41] <diphtherial> (i realize this isn't a strictly libgdx question, but i figure most of you use intellij)
[21:28:43] <Tomski> You can hotswap, with caveats
[21:28:56] <Tomski> You cant run with gradle though, so you have to remove the gradle facets
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[21:31:10] <diphtherial> considering that the default libgdx project setup seems to use gradle extensively, is that going to be difficult...?
[21:31:15] <Tomski> no
[21:31:17] <Tomski> just remove the facets
[21:31:36] <diphtherial> heh, i guess it's high time i learned about gradle; outside of libgdx stuff i'm primarily a python user
[21:32:11] <forsakenharmony> diphtherial, yes there is if you want to edit variables?
[21:32:20] <forsakenharmony> start in debug mode
[21:32:30] <forsakenharmony> pause and go to evaluate expression
[21:34:08] <diphtherial> forsakenharmony: that's a fair solution, thanks. i'd thought of using the debugger as you suggested, but now i'm curious about hotswapping code as well, which i believe Tomski's approach allows (apparently with caveats)
[21:34:29] <forsakenharmony> you can do that while debugging too
[21:34:36] <forsakenharmony> press shift f9 I think
[21:34:41] <Tomski> Thats hotswapping
[21:34:45] <Tomski> and you cant do it with gradle
[21:34:53] <forsakenharmony> that will recompile and it will ask you if you want to hot swap
[21:35:05] <diphtherial> sorry, right, just hotswapping, yes
[21:37:12] <diphtherial> so a facet is an intellij thing, apparently? i don't know if i want hotswapping badly enough to no longer use gradle at all in the project
[21:37:17] <Betalord> does anyone have like 5 minutes to help me write line smooting shader program? I'm kind of lost. The line code is here: http://pastebin.com/pSjpmCP2
[21:37:25] <Tomski> removing the facet doesnt mean you dont use gradle
[21:37:31] <Tomski> It just means you dont run with it
[21:37:46] <Tomski> The project is still managed by gradle, and you can bring the facets back by just syncing if you really wanted to
[21:38:41] <diphtherial> interesting. alright, i'll read the docs and see if i can puzzle it out; thanks for the pointers in the right direction
[21:38:56] <Tomski> diphtherial: Go into project structure, view facets and delete them all
[21:41:26] <Tzeentch-cultist> Well, at least the pause menu works as intended in the current version and all, so here's a fresh screenshot of my laborious hobby game: https://dl.dropboxusercontent.com/u/241236441/Rage_of_Ingmar_Oct22_2016.PNG
[21:42:13] <Tzeentch-cultist> The player can change the keys so the keys are taken from prefs and all. Woo. :P
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[21:47:01] <intrigus> Betalord maybe https://github.com/intrigus/MyGdxClasses/blob/master/core/src/com/boondog/imports/graphics/MyShapeRenderer.java and https://github.com/intrigus/MyGdxClasses/blob/master/core/src/com/boondog/imports/graphics/OldSlowMyShapeRenderer.java will help you. I don't know whether the actually works, I just bookmarked it some time ago.
[21:48:53] <Betalord> intrigus: thanks, I'll try it out right away
[21:49:29] <diphtherial> Tomski: cool, that seems to have worked, thanks!
[21:49:46] <diphtherial> i was able to edit and reload a class, at least, although i don't know how much time it saves me in terms of the compilation step
[21:50:30] <diphtherial> (it is nice to not have to start the game over from the beginning, though...right now the game's simple, but i can imagine it getting time-consuming as it gets more involved)
[21:50:32] <Tomski> Saves me a huge amount of time in the long run, being able to tweak things
[21:50:51] <Tomski> You can create simple tests for ui widgets too that you can hotswap and rebuild on the fly
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[21:57:24] <Tzeentch-cultist> I like it how in LibGDX your game can seem simple, but you can completely blow up the programming side with things you don't really need like Ashley n stuff. :P
[21:57:41] <Tzeentch-cultist> But, it makes adding things later a lot easier!
[21:58:12] <myke> i'm still amazed i can build and deploy from command line on mac, win, and linux
[21:59:21] <Tzeentch-cultist> Oh yeah, I noticed that too when I "had" to show my game to people who didn't have Windows.
[21:59:57] <myke> it's pretty great
[22:00:00] <Tzeentch-cultist> Being able to torment people with it on three platforms at once is great.
[22:00:15] <myke> plus web deploy, i've done build/deploy on amazon instances
[22:00:39] <myke> although that's more of a bonus
[22:01:17] <myke> on the other hand i'm messing with google map overlays and there's no java native maps for desktop, so web would be the only way to do it on desktop
[22:01:52] <Betalord> intrigus: bravo! It's exactly what I wanted. Draws a really nice lines if feather is used. Did you write this code?
[22:05:12] <intrigus> No, Betalord. I either found it in the forum or someone posted it here :)
[22:05:34] <Betalord> hm, well, I can use it freely in my project, right?
[22:06:09] <Betalord> or should I found the author and ask him permission or something? I still don't know how these things work...
[22:11:00] <Tzeentch-cultist> huh, that's something I haven't really thought about, either. I haven't really credited people for various snippets I've found, and after heavy, constant edits, it'd be hard to tell what's from what
[22:13:06] <intrigus> Betalord you should ask the author for permission.
[22:13:29] <intrigus> Yeah, github and youtube down :)
[22:13:35] <Betalord> and you have no idea who the author is? :)
[22:14:22] <intrigus> I forked his/her repository. There should be a link like "forked from xyz" somewhere.
[22:15:04] <Tzeentch-cultist> but yeah come to think of it I haven't used githubs as much as stack overflow rofl
[22:15:30] <Betalord> yeah, "forked from dgmp88/MyGdxClasses"
[22:16:30] <Tzeentch-cultist> Seems to have been active as late as oct 2016
[22:18:44] <Betalord> hm, is there some way to contact a user on github? Other than reporting an issue? ;)
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[22:22:35] <Betalord> anyway, done. https://github.com/dgmp88/MyGdxClasses/issues/1
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[23:08:43] <Betalord> goodnight
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   October 22, 2016  
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