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[01:08:18] <ficolas> Some time ago I asked a question here for my app, and somebody (I think it was xoppa?) seemed to want to see my app, now that I just released it to google play, im here to show it to y'all even thought its something I dont really feel right doing :p
[01:08:32] <ficolas> The app is chess, but with a board editor
[01:08:36] <ficolas> and it can be seen here https://play.google.com/store/apps/details?id=com.hornedhorn.sandboxchess
[01:09:21] <ficolas> if somebody wants to check it out, tell me what your opinion is about it :)
[01:17:47] <wulax> nice ficolas
[01:18:01] <wulax> are you going to add AI?
[01:18:23] <ficolas> I would like to, but... it seems hard
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[01:18:39] <wulax> yeah, probably
[01:18:56] <wulax> especially if you can customize the rules
[01:19:05] <ficolas> its for sure harder than a chess AI, and really smart people have alredy worked on those to make amazing ones, so mine would look dumb af
[01:19:20] <ficolas> I prefer working on online mode
[01:19:51] <ficolas> the problem is that it would require people downloading the app for the online mode to work xD
[01:20:31] <wulax> yeah, I tried it but had no one to play against, so I uninstalled it :)
[01:20:46] <ficolas> wut? :c
[01:20:54] <wulax> cool idea though
[01:20:55] <ficolas> its just a button xD
[01:21:04] <ficolas> nothing implemented about it yet
[01:21:32] <wulax> yeah, I will look it up again in the future
[01:21:43] <ficolas> :D
[01:21:48] <wulax> but I don't like having lots of apps installed which I do not currently use
[01:22:14] <ficolas> yeah dont worry I would also uninstall my app atm if it wasnt because im developing it
[01:22:15] <ficolas> lol
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[02:34:00] <pyroMechanical> hey! can I get some advice?
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[02:35:25] <pyroMechanical> Im trying set up spawn points on walkable terrain, which is a set of tiles located inside of a
[02:35:46] <pyroMechanical> boolean array, but also prevent enemies from spawning within view of the player
[02:39:19] <TEttinger> :D
[02:39:55] <TEttinger> is view of the player already calculated in a way that can be expressed as a boolean array?
[02:40:30] <TEttinger> ^ pyroMechanical
[02:40:54] <pyroMechanical> no
[02:41:05] <pyroMechanical> but the player's view is a consistent size
[02:41:58] <TEttinger> do obstacles block the player's view, and could an enemy spawn behind an obstacle but within that consistent size?
[02:44:48] <pyroMechanical> no and no
[02:44:52] <pyroMechanical> well
[02:45:02] <pyroMechanical> no and no
[02:45:11] <pyroMechanical> basically, I want enemies to be always spawning outside of the camera frame
[02:45:19] <pyroMechanical> regardless of anything else going on on screen
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[02:48:21] <TEttinger> I have code for this, I'm not sure how usable it is outside my large lib
[02:50:25] <pyroMechanical> I'm sure I could rewrite it for that purpose
[02:54:04] <TEttinger> I'm not certain that's going to work, now that I revisit the code :| this class was meant for replacing another, much larger class that dealt with a similar storage of a zone or region (in your case, true values in a 2d boolean array, in my new class, bits in longs in a long array)
[02:54:06] <TEttinger> https://github.com/SquidPony/SquidLib/blob/master/squidlib-util/src/main/java/squidpony/squidmath/GreasedRegion.java#L1830-L1856
[02:54:41] <TEttinger> so my code is very very bitwise-heavy, which does allow it to update about 64 elements with one processor instruction in some cases
[02:56:23] <TEttinger> the problem with rewriting this is that it's rather complex for performance reasons, and easily breakable
[02:56:42] <TEttinger> the algorithm is basically the same though in a 2d array
[02:57:34] <TEttinger> 1) count the number of true values
[02:57:51] <TEttinger> 2) generate a random number between 0 and that count
[02:58:24] <TEttinger> now it differs from my mess
[02:59:16] <TEttinger> err, I guess I did it differently earlier too. I had a count per row
[02:59:22] <TEttinger> and a total
[03:01:52] <TEttinger> the count per row was cumulative, so if there are 10 true values in row 0, 7 true values in row 1, and 18 true values in row 2, the value for row 1 is (10 + 7) and row 2 is (10 + 7 + 18)
[03:03:20] <pyroMechanical> TEttinger I have an idea
[03:03:23] <pyroMechanical> since I already have the map
[03:03:42] <pyroMechanical> I could make a copy of that map, then modify it based on the current camera location
[03:03:45] <TEttinger> ideas good
[03:03:56] <pyroMechanical> by map, I mean the boolean array
[03:04:25] <pyroMechanical> THEN I take that boolean array, and make a loop that checks each value for true values, and if it finds true it will tick up
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[03:04:59] <pyroMechanical> then that final value is used to determine which tile the mob should spawn on
[03:05:07] <TEttinger> yep, that's extremely similar
[03:05:27] <pyroMechanical> only problem with that method is, I don't know how to then convert between that generated number and the actual location of the tile
[03:05:39] <TEttinger> for loops!
[03:05:52] <pyroMechanical> how would you do it?
[03:05:54] <pyroMechanical> like
[03:06:01] <pyroMechanical> you still have the full array
[03:06:16] <pyroMechanical> but you only care about the locations that are spawnable spaces
[03:07:22] <TEttinger> I'll write some quick code, I think I can do this quickly (I have hit this one before!)
[03:09:12] <pyroMechanical> TEttinger, you're awesome and this project would be impossible without your help thus far
[03:09:53] <TEttinger> thanks! I wanna solve this too!
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[03:42:51] <TEttinger> pyroMechanical: haven't run this yet https://gist.github.com/tommyettinger/61221f4ced113f5a1daf4d56d617c038
[03:43:15] <TEttinger> it seems like I'm doing more work in that code than is necessary, not sure
[03:44:42] <pyroMechanical> yeah you are
[03:45:38] <pyroMechanical> I have literally everything else already written, I just need the conversion back to a variable from a number in the line XD
[03:45:50] <pyroMechanical> actually, that's it
[03:45:51] <pyroMechanical> I have it
[03:45:53] <TEttinger> hehe
[03:46:31] <TEttinger> I do like the method there though. it only actually iterates through one row to find the value at that row
[03:46:52] <TEttinger> there's lots of ways to do this that bias towards certain areas of a map
[03:48:07] <pyroMechanical> I'm gonna be honest, I glanced through it before my epiphany
[03:48:14] <TEttinger> I thought you didn't have the number yet
[03:48:14] <pyroMechanical> so I still don't really 'get' your code XD
[04:09:41] <pyroMechanical> hmmph
[04:09:46] <pyroMechanical> this is an interesting problem to dissect
[04:10:18] <TEttinger> yep! a main thing is when the rows or columns don't have equal numbers of cells in all rows or all columns
[04:10:57] <TEttinger> if you randomly select x, then randomly select y from the column corresponding to x, you might have no cells in it, might have 1, or might have 40
[04:11:34] <TEttinger> if you do that on a diamond-shaped map, you end up heavily favoring two corners
[04:11:47] <TEttinger> (of the diamond, not the whole rectangular map)
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[06:07:04] <pyroMechanical> idiot question, is there an easy way to make a copy of an object instead of a reference to it?
[06:10:13] <solarlune> pyroMechanical, Some objects can be sent to another such object, like:
[06:10:20] <solarlune> Vector2f newDir = new Vector2f(oldDir);
[06:10:32] <solarlune> Not every class supports that, though.
[06:10:37] <pyroMechanical> I'm trying to copy a boolean[]
[06:11:30] <solarlune> pyroMechanical, OK, that's an array - I don't believe arrays are copyable.
[06:11:34] <solarlune> So you can use this:
[06:11:34] <pyroMechanical> damn
[06:11:37] <solarlune> http://stackoverflow.com/questions/5785745/make-copy-of-array-java#5785754
[06:11:50] <solarlune> Should work, anyway.
[06:12:14] <pyroMechanical> sweet, thank you
[06:12:23] <pyroMechanical> I should've specified that it was an array
[06:12:42] <pyroMechanical> I'm still sort of new to all this, even after tinkering around with java a lot
[06:12:56] <pyroMechanical> I didn't really get any formal training and it shows :T
[06:13:32] <pyroMechanical> sweet, boolarray.clone() also works
[06:27:22] <solarlune> pyroMechanical, NBD. You're going to learn a ton no matter what language you use - that's a part of programming. Some languages make copying objects easier than others.
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[06:28:16] <pyroMechanical> thanks, I'm glad that you feel that way :)
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[06:34:05] <pyroMechanical> I'm in another rut though, I'm trying to make it so enemies don't spawn within view of the player, and I'm not sure why my extant code isnt working
[06:35:41] <TEttinger> those damn pandas are eating the cables
[06:35:56] <pyroMechanical> wb tettinger
[06:36:11] <TEttinger> mah computer is dyin
[06:36:25] <TEttinger> but I have another I am gradually moving stuff to
[06:45:36] <Silferein> Live Templates are the niftiest thing since argyle socks.
[06:47:19] <TEttinger> I seem to have heard the term before
[06:47:22] <TEttinger> what are they?
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[06:48:54] <TEttinger> ah, intellij thing
[06:48:55] <TEttinger> neat
[06:48:58] <Silferein> They're a feature in InteliJ (maybe other IDEs) where you can define a keyboard shortcut that generates a code snippet
[06:50:26] <pyroMechanical> TEttinger socks with the argyle pattern, designed after socks traditionally worn by Scottish Highlanders
[06:51:24] <Silferein> :-D
[06:51:27] <TEttinger> I see! I was going to suggest knittings on those monster statues over cathedrals
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[06:56:52] <pyroMechanical> TEttinger mind lending a hand again?
[06:58:57] <TEttinger> sure thing
[06:59:37] <pyroMechanical> okay
[06:59:56] <TEttinger> I'm probably going to be doing something stupid to fit more text on the screen for a bit :)
[07:00:06] <TEttinger> hm, nvm
[07:00:11] <TEttinger> not mono if I use that font...
[07:04:55] <pyroMechanical> so, the pickle I'm currently stuck in
[07:05:15] <pyroMechanical> is that I have a system that calculates where in the map array the camera is located
[07:05:47] <pyroMechanical> the problem is that for some reason, it isn't doing anything
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[07:06:14] <pyroMechanical> i.e. enemies still spawn on screen
[07:06:50] <Silferein> code?
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[07:07:36] <lvGdx> Greetings
[07:07:48] <Silferein> hey lbGdx
[07:09:32] <lvGdx> I'm confused at how contact.getFixtureA and B works
[07:10:08] <lvGdx> in game if the character jumps and when it reachs the ground the character and ground touch each other at the same time
[07:10:15] <pyroMechanical> Silferein http://pastebin.com/vJc6NerH for reference, in the newMap boolean[], false means that collision doesn't happen there.
[07:10:39] <pyroMechanical> sorry, true means enemies can't spawn on that tile
[07:10:48] <lvGdx> then why do we do this https://paste.ee/p/FG5mN
[07:12:14] <pyroMechanical> lvGdx, because I'm not sure if it's possible to tell if either one is going to be fixture A or fixture B
[07:12:27] <pyroMechanical> so you have to test both possibilities
[07:12:44] <Silferein> lvGdx- fixtureA may just be the first fixture that the engine processes
[07:13:27] <Silferein> pyroMechanical: What is "mapToWorldSize"?
[07:14:22] <pyroMechanical> the ratio between the boolean's 'size' and the box2d world that the actual map represents
[07:14:58] <pyroMechanical> basically, it changes an array location into a box2dworld location
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[07:15:06] <pyroMechanical> box2dworld position*
[07:15:45] <Silferein> Hmm, and are enemies spawning on the side of the screen or the middle?
[07:16:11] <lvGdx> what happens when two bodies collides? how does engine process and decide which body is going to be a and which one will be b?
[07:17:01] <Silferein> lvGdx- it prolly starts FIFO
[07:17:29] <Silferein> I wouldn't recommend making your code depend on a certain order.
[07:18:38] <Silferein> pyroMechanical: The problem might be in that loop you have.
[07:18:39] <lvGdx> thanks pyroMechanical and Silferein :)
[07:19:31] <Silferein> Are you trying to represent a 2d set of tiles in that 1d array?
[07:19:56] <pyroMechanical> yes :$
[07:20:31] <pyroMechanical> but mainly because the array is constrained by a borrowed bit of code that uses it for pathfinding
[07:21:26] <Silferein> So if you have a 10x10 grid, the array is like [ 0x0, 0x1, 0x2 ... 0x9, 1x0 ... 9x9] ?
[07:23:23] <TEttinger> Silferein: have you used 1d arrays for 2d data before?
[07:23:40] <Silferein> TEttinger- not in a while
[07:24:00] <TEttinger> any 2d array you make in a low-ish level language like C ends up accessing a linear section of memory anyway, which is 1d
[07:24:22] <TEttinger> it's definitely not quite how you suggested, but close
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[07:25:17] <Silferein> So if I had a 2D array of [[A, B, C],[D,E,F],[G,H,I]], its 1D equivalent would be [A,B,C,D,E,F,G,H,I] ?
[07:25:19] <pyroMechanical> basically, you can access any specific location as [x+width*y]
[07:25:25] <TEttinger> instead of 0x0 (assuming x is multiply there), it's 0+0*width, 1+0*width, 2+0*width...9+0*width, 0+1*width... 9+9*width
[07:25:47] <Silferein> 0x0 was coordinates 0,0; sorry
[07:25:56] <TEttinger> ah ok
[07:26:32] <TEttinger> but this method of adding to a multiple of width (where width is just a complete row's size) works and even generalizes to higher dimensional arrays
[07:26:37] <pyroMechanical> and you can convert any specific location into its X and Y coordinates as X = location%width and Y = Math.floor(location/width)
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[07:32:12] <pyroMechanical> TEttinger, my suspicion is that somehow the coordinates are getting mixed up
[07:32:23] <pyroMechanical> but I'm not sure how that's possible or to fix it
[07:32:31] <Silferein> So pryoMechanical, doesn't that loop just populate a single row?
[07:33:18] <Silferein> Oh wait... no, it populates all the things...
[07:36:42] <Silferein> So I think this is what is happening: http://pastebin.com/LdHRZUp7
[07:36:43] <Silferein> Run the code and look at the pattern in stdout
[07:42:50] <Silferein> Here is the fix I think... http://pastebin.com/RMA6Cp4i
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[07:50:38] <pyroMechanical> I'm not seeing what you did different :o
[07:51:45] <Silferein> pyroMechanical- in my lack-of-sleep-non-technical-terms, you aren't putting any "gaps" between rows
[07:52:03] <Silferein> So you're drawing one continuous line
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[07:52:36] <Silferein> You can change the println() to print() calls to visualize the 1D array if that helps
[07:53:44] <Silferein> On an unrelated note- are there any Artemis users in the house?
[07:54:38] <pyroMechanical> I mean, I'm an idiot and not sure how to run this in eclipse
[07:54:49] <pyroMechanical> but I just don't know :P
[07:55:08] <Silferein> Oh. Create a Java file with the same class name, change the package to whatever you want, and it should run fine
[07:56:21] <pyroMechanical> hmmm
[07:56:24] <pyroMechanical> I don't think that's right
[07:56:56] <pyroMechanical> it most certainly is taking account of the vertical changs
[07:57:27] <Silferein> not when I run it :(
[07:57:28] <pyroMechanical> eh, I'll worko n it later
[07:57:36] <pyroMechanical> my code?
[07:57:55] <Silferein> yeah. Maybe I'm misinterpeting how you calculate mapCam*
[08:00:22] <pyroMechanical> okay, so cam* is the limits of the camera's view, whereas mapCam* is a conversion from that into a position in the array
[08:19:05] <TEttinger> oh man I'm sorry there
[08:19:33] <TEttinger> I got involved fixing a similar clojure problem, similar in that I can confuse Seylerius and Silferein
[08:20:05] <Silferein> eh?
[08:20:23] <TEttinger> another user in #clojure, very similar nick, very different problem
[08:20:36] <TEttinger> this kinda thing
[08:20:37] <TEttinger> ,((fn [coll] (butlast (reduce (fn [v [a b c :as all]] (if (every? string? [a c]) (conj v b) (into v (cond (or (= [:br] a b) (= [:br] b c)) [] (= [:br] b) [] :else [b])))) [] (partition-all 3 1 (concat [nil] coll))))) [[:foo] [:bar] [:br] [:br] "foo" [:baz]])
[08:20:43] <TEttinger> lotsa parentheses
[08:21:00] <Silferein> hehe
[08:21:25] <TEttinger> on the plus side, much easier to test than java -- just give a bot a line of code, and everything's a line of code
[08:21:54] <Silferein> Maintenance has to be a nightmare
[08:22:00] <TEttinger> not really
[08:22:09] <TEttinger> it is when it isn't documented like in IRC one-liners
[08:22:18] <Silferein> ah
[08:22:27] <TEttinger> but in actual code it has very good support for docs and can get them at runtime, unlike java
[08:23:13] <Silferein> ooh- and it works with libGDX
[08:23:28] <TEttinger> yes, sorta. not on GWT and slowly on android
[08:23:53] <TEttinger> I use Java mostly for production-y code, and surprisingly often I use clojure to generate Java source
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[08:24:14] <TEttinger> (like, complex regex type stuff when all I have is a nasty spreadsheet)
[08:25:46] <TEttinger> hm
[08:25:59] <TEttinger> pyroMechanical: newMap.clone() may not be doing what you want
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[08:31:44] <lvGdx> Box2d#setTransform what does the position means?
[08:32:01] <lvGdx> the current position or the expected position?
[08:38:23] <Silferein> lvGdx- I would assume it's the expected one
[08:39:38] <lvGdx> this is my code
[08:39:39] <lvGdx> https://paste.ee/p/e1kst
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[08:39:56] <wix> hi
[08:40:03] <TEttinger> hey wix
[08:40:08] <lvGdx> i don't understand how does the dodge and stopDodge function works
[08:40:33] <wix> how are you Tettinger
[08:40:35] <lvGdx> notice when isn't doding the y is 2f and if in dodge state its 1.5f
[08:41:06] <TEttinger> good, wix, and you?
[08:41:53] <wix> how long have you been in libgdx
[08:42:20] <TEttinger> not sure. a while, I think over 2 years
[08:43:19] <TEttinger> I remember the times when libgdx 1.0.0 switched to the gradle-based setup and this channel went off the deep end and became gradle help central for a few months
[08:43:20] <lvGdx> Silferein: did you checked my code?
[08:43:52] <lvGdx> TEttinger: :D gradle can still be a hot topic for newbie's
[08:44:12] <Silferein> oi vey
[08:44:50] <TEttinger> it's a pretty maddening build tool at times. I do think it is built better than GWT; I tried using the actual GWT API and not using libGDX's wrappers around it yesterday. that was... interesting
[08:44:58] <TEttinger> in a hair ripping out kinda way
[08:44:58] <Silferein> lvGdx- it is setting the body to a fixed rotation whilst the object is in a dodging state
[08:45:01] <wix> okay... could you give an architecture to make a game
[08:45:37] <TEttinger> that's a great example of a thing that can't be done by a library, and needs to be done individually per-game
[08:45:54] <TEttinger> every game has somewhat different needs for architecture
[08:46:07] <Silferein> TEttinger- I used GWT for a project a few years ago- it was fuuuuuuun
[08:46:08] <TEttinger> multiplayer has a lot of needs that single-player games won't have
[08:46:17] <lvGdx> Silferein: what i don't understand is RUNNER_DODGE_Y = 1.5f; why its 1.5?
[08:46:22] <TEttinger> I use GWT with the libgdx stuff regularly
[08:46:22] <lvGdx> it should be 2f
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[08:46:31] <lvGdx> from the bottom of the screen
[08:46:43] <TEttinger> but without it, you're dealing with poorly documented google APIs with bizarre names
[08:46:56] <Silferein> right
[08:47:08] <TEttinger> "oh, we don't use com.google.gwt.client.user.dom any more, use com.google.gwt.dom"
[08:47:23] <TEttinger> (they still use both all over)
[08:47:34] <Silferein> lbGdx- I think I'm missing some context. Why do you think it should be 2f instead of 1.5f?
[08:47:49] <wix> for single player what mostly useful architecture pattern
[08:48:13] <Silferein> Does "dodge" make the character duck?
[08:48:38] <lvGdx> yeah , basically its just a rectangle
[08:48:46] <lvGdx> i'm using debug renderer
[08:48:46] <TEttinger> the most useful is probably "try hacking together something rough but playable, and rewrite it if it's hard to add on to"
[08:49:45] <Silferein> lvGdx- where did you get this code?
[08:49:56] <lvGdx> this is standing position | and this is dodge position _
[08:50:04] <lvGdx> http://williammora.com/a-running-game-with-libgdx-part-2
[08:51:38] <Silferein> So he's probably giving the dodge position a lower Y value so that the rectangle is closer to the ground.
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[08:54:17] <Silferein> Hey wix, you can find some example architectures here: https://github.com/libgdx/libgdx/wiki/Running-Demos
[08:54:45] <wix> okAy thanks
[08:56:01] <lvGdx> well rectangle touch the ground at y = 2
[08:56:15] <lvGdx> Silferein: ^
[08:56:31] <Silferein> lvGdx- but what if you rotate it? presumably the width is different than the height, right?
[08:56:37] <lvGdx> Sorry i'm facing trouble understanding this
[08:57:02] <Silferein> Are you familiar with how transforms work in general?
[08:57:04] <Betalord> does anyone have a settings screen made and can share code with me? :) I need to do a screen with all kinds of preferences, and am lazy... need a code sample
[08:57:11] <lvGdx> rotate only rotates the width and height should be same! No?
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[08:58:07] <lvGdx> Silferein: little knowledge. The transform the the matrix of the body, its position, angle etc
[08:58:14] <lvGdx> change*
[08:59:09] <Silferein> lbGdx- ok, do you understand how it moves and rotates relative to an origin?
[08:59:46] <lvGdx> yeah origin is at the center of the body, it moves or rotates from there
[09:00:26] <Silferein> So suppose I have a rectangle that is sitting on the ground and is 2 units high and 1 unit wide
[09:00:53] <lvGdx> https://paste.ee/p/3IleA
[09:00:58] <Silferein> If I rotate it 90 degrees, is the bottom of the rectangle still touching the ground?
[09:01:03] <lvGdx> i have added code for runner and ground creation
[09:02:11] <lvGdx> Silferein: yes you are right
[09:02:16] <lvGdx> it will not touch
[09:02:41] <lvGdx> transform will give it new x and y
[09:02:53] <Silferein> that way it will touch and not be floating
[09:03:10] <lvGdx> with reference to the coordinate system of the world. The 0,0 is at the bottom left corner of the window
[09:04:10] <Silferein> Welp, now that that mystery is solved, my code compiles, and it's after midnight, I am going to bed. G'night y'all.
[09:04:37] <lvGdx> Silferein: does transform changes the x, y of the body?
[09:04:58] <Silferein> yes
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[09:27:26] <monsieur_h> heya there
[09:29:07] <lvGdx> Hi
[09:29:15] <Betalord> hey
[09:30:52] <monsieur_h> I have a 101 question for camera, but I'm just too dizzy to solve it myself
[09:31:01] <monsieur_h> So I have a camera, and it zooms (yay)
[09:31:27] <monsieur_h> Now I want it to zoom where the cursor is, not at the center of the camera. And for the sake of me, I can't figure out of to do
[09:33:24] <Tomski> get cursor position in world space, zoom, change position of camera to that cursor position
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[09:35:51] <[AD]Turbo> hi there
[09:36:48] <LiquidNitrogen> heh, it took me weeks to work out how to zoom the camera to the mouse position
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[09:44:18] <monsieur_h> Tomski: If I change the camera to the cursor position, my camera is going to drift as I zoom
[09:44:41] <monsieur_h> Basically, I want the zoom to happen, but I want the point under the pointer to stay in place in screen space
[09:44:49] <Tomski> It wont drift
[09:45:43] <Tomski> Oh, you dont want to zoom in on the mouse
[09:45:46] <LiquidNitrogen> i believe it was as simple as moving the camera position by mousePos - halfScreenSize
[09:46:28] <LiquidNitrogen> which worked correctly both for zooming in and out
[09:47:35] <monsieur_h> Tomski: yes
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[09:51:00] <monsieur_h> LiquidNitrogen: Mousepos being in screenspace ?
[09:52:35] <LiquidNitrogen> monsieur_h: i think mousepos is in worldspace
[09:54:10] <LiquidNitrogen> so that it relates to camera coords properly.
[09:54:21] <Tomski> Yup that should do it
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[09:55:39] <LiquidNitrogen> oh, when zooming in, you add the shift factor, when zooming out you have to subtract it (or perhaps the reverse of that)
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[09:58:49] <LiquidNitrogen> http://pastebin.com/qYUDTsbe monsieur_h this is a little convoluted because i dont use standard camera stuff, and its for isometric, but it might illustrate the trick
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[10:01:46] <monsieur_h> Cool thanks
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[10:15:18] <TEttinger> LiquidNitrogen! I linked someone to carbon based lifeforms yesterday, they loved it
[10:16:01] <LiquidNitrogen> haha cool, i was just now listening to them for the first time in weeks
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[10:22:26] <TEttinger> I'm listening to this type of thing https://www.youtube.com/watch?v=lfnJyiEsl8A
[10:22:53] <LiquidNitrogen> everyones trying to make me click youtube links
[10:23:24] <TEttinger> :)
[10:23:43] <TEttinger> are you mobile explorer xtreme?
[10:24:03] <LiquidNitrogen> yus
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[10:41:12] <monsieur_h> Huh, that Libgdx forum is a mess :(
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[12:10:01] <Betalord> Tomski: remember my from from yesterday, the one with font drawing as integer position? I think I fixed it...
[12:10:25] <Betalord> I did this: font1.getRegion().getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
[12:10:58] <Betalord> and this is the result: https://vid.me/FKwl
[12:11:16] <Betalord> before it was like this: https://vid.me/XzXm
[12:11:27] <Betalord> however, it's not perfect. Now it's like blinking :)
[12:12:43] <Betalord> I mean not blinking, but the upper line and the bottom line get truncated in a way... any idea why?
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[12:26:53] <TEttinger> Betalord: like it's squishing it from the top and bottom?
[12:27:05] <Betalord> exactly
[12:27:19] <TEttinger> it does seem a little funny looking in the most recent
[12:27:26] <TEttinger> less bad than the jigglytext
[12:27:38] <TEttinger> is this a distance field font?
[12:28:02] <Betalord> perhaps that FreeTypeFontGenerator generates glyphs so that it doesn't leave no space above and bellow or something, and it can't alpha blend well at borders... or something.
[12:28:14] <TEttinger> is it some normal font that's being resized up or down from the size you made it at?
[12:28:26] <TEttinger> I think that's an option
[12:28:50] <TEttinger> hiero and similar tools default to leaving 1px padding around all glyphs, usually
[12:29:11] <Betalord> I just use FreeTypeFontGenerator.generateFont(), and use 12 as parameter.size ... no idea what type of font it is. The object is BitmapFont however
[12:29:35] <TEttinger> it's not a distance field font then :)
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[12:30:50] <KC-45> TEttinger, you listen to Zeds Dead?
[12:31:05] <TEttinger> no?
[12:31:31] <KC-45> oh ok
[12:31:33] <KC-45> lol
[12:31:46] <KC-45> i ask bcuz u posted that youtube link earlier
[12:31:55] <TEttinger> yah
[12:32:29] <TEttinger> I've compiled about 20 hours of j-core in a huge spotify playlist
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[12:33:09] <KC-45> ah ok
[12:33:26] <KC-45> zeds dead isnt j-core, more on the dubstep side
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[12:33:45] <KC-45> https://www.youtube.com/watch?v=IUGzY-ihqWc this is one of their older, more popular tracks
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[12:34:17] <TEttinger> https://open.spotify.com/user/notostraca/playlist/5yqnqDYmExQSKK0lZ7NIQf
[12:35:55] <KC-45> you code to j-core?
[12:35:56] <TEttinger> ah, much more downtempo
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[12:35:58] <TEttinger> yes
[12:36:10] <TEttinger> also synthwave
[12:36:34] <TEttinger> https://open.spotify.com/user/notostraca/playlist/6bE49clk341YiUVLOmour4
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[12:37:12] <TEttinger> synthwave generally interrupts less often, but I've definitely tried to take out any dissonant parts from that big playlist
[12:38:16] <KC-45> hmmm
[12:39:00] <TEttinger> perturbator has some great music videos
[12:39:01] <KC-45> satan's sinister synthwave?
[12:39:03] <KC-45> cute lol
[12:39:22] <TEttinger> https://www.youtube.com/watch?v=IGqeyQhBPMI
[12:39:41] <TEttinger> they use a lot of pentagrams in this particular section of synthwave
[12:39:47] <TEttinger> maybe it's some other *wave
[12:39:51] <KC-45> i feel like im watching stranger things lol
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[12:42:45] <KC-45> its very 80s
[12:42:50] <KC-45> i can dig it
[12:43:19] <KC-45> i usually code to more mellow sounds tho....sigur ros, hammock
[12:44:48] <TEttinger> that's what I hear a lot, I guess I'm an anomaly there
[12:45:02] <TEttinger> carbon based lifeforms has been mentioned as good coding music
[12:45:12] <TEttinger> very subtle, atmospheric
[12:45:46] <TEttinger> I suppose the one-song album Dopesmoker by Sleep counts
[12:45:48] <KC-45> ill check em out
[12:46:40] <TEttinger> Dopesmoker is amazing because it's 40+ minutes and incredibly repetitive, but that's the aesthetic they wanted, to evoke the journey the weed-priests had to take to get you your dope
[12:46:59] <KC-45> hahaha
[12:47:07] <KC-45> ill add em to my list
[12:47:28] <TEttinger> apparently they really had to fight to release it at all
[12:47:41] <TEttinger> "no radio station will play a 43 minute song about weed!"
[12:53:36] <Betalord> I used parameter.borderWidth=1, it's a little better now: https://vid.me/WXoK
[12:54:15] <Betalord> still not perfect. It's kind of flicking, or something. Any ideas on improving it?
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[13:14:25] <yonits> Hi. Any way to convert particle format such as Starling's pex or iOS plist to libgdx? Having a hard time with the editor...
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[14:54:23] <Betalord> I can't get to run hiero... any idea why? http://pastebin.com/4rp61cnz
[14:54:54] <Betalord> I've run it before, but now it won't run anymore. I imagine it wrote some config files somewhere (when first run), and now it can't load them. Or something like that
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[15:06:31] <Betalord> anyway, I just posted about it on the forums
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[16:55:35] <diphtherial> Betalord: why are you named 'betalord', out of curiosity? are you the lord of the betas?
[16:55:48] <diphtherial> (not that i believe in any of that)
[16:57:01] <Betalord> naah, it's just a nick :)
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[17:00:58] <warmwaffles> work with a guy that goes by the name of lordbyron
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[17:20:56] <diphtherial> any relation to ada lovelace?
[17:21:06] <diphtherial> (that's the main thing i know about lord byron, unfortunately)
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[17:41:27] <warmwaffles> heh
[17:41:29] <warmwaffles> no
[17:43:05] <diphtherial> alas
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[18:34:56] <Betalord> anyone know how I can render to a texture?
[18:35:56] <Betalord> that is, I am drawing some complicated shapes using custom shape drawer with lots of alpha blending etc., it's all very slow (about 20 such objects on screen bring down my fps from 150 to 40), so I would like to render this object to a texture and later on just draw a texture, which would be much faster
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[18:38:47] <Tomski> Framebuffer
[18:41:09] <Betalord> does it need a custom shader?
[18:41:22] <Tomski> Everything is drawn with a shader
[18:41:35] <Tomski> What do you mean by custom shader?
[18:42:00] <Betalord> well I am drawing some shapes using some custom shaders... how can I combine those with rendering to framebuffer with another shader program?
[18:42:16] <Betalord> I mean, I can bind just one shader program at the time, correct?
[18:42:21] <Tomski> You render to the frame buffer using your shape rendering shader
[18:42:36] <Tomski> Then render the contents of that framebuffer with whatever shader you want
[18:42:51] <Tomski> default spritebatch or some other shader, up to you
[18:43:54] <Betalord> ok, I'll try this code (that I just found): http://stackoverflow.com/questions/7551669/libgdx-spritebatch-render-to-texture
[18:44:05] <Betalord> if I encounter problems, I'll ask
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[18:51:58] <Ghandhikus> gradlew says "use -source 7 or higher to enable diamond operator" how do i set this one up?
[18:52:34] <Ghandhikus> ":core:compileJava warning: [options] bootstrap class path not set in conjunction with -source 1.6"
[18:52:48] <Tomski> set the sourcecompatibility and target to 1.7
[18:52:58] <Tomski> in core/build.gradle
[18:53:47] <Ghandhikus> is 1.8 fine with android and ios?
[18:55:06] <Tomski> Depends what language features you use
[18:55:23] <Tomski> Setting it to 1.8 is fine, but some features may not be available
[18:56:44] <Betalord> Tomski: it worked :) Thanks
[18:57:00] <Ghandhikus> will plain languages features work like lambda?
[18:57:48] <Tomski> https://developer.android.com/guide/platform/j8-jack.html
[18:58:16] <Ghandhikus> what about ios?
[19:10:20] <Betalord> Tomski, the code I posted works, however, only if I draw it over a texture that has size of entire screen (as in the code there). If I set width and height to like 50x50, it draws it all smaller. How can I correct that?
[19:10:48] <Betalord> that is, I would like to render to a texture of size 50x50, not entire screen
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[19:22:21] <Tomski> Betalord: use a 50x50 fbo?
[19:23:45] <Betalord> yes, exactly - see the link I posted. There are width and height ints there, I set them to 50 instead of Gdx.graphics.getWidth()... but it all gets drawn smaller (it is scaled)
[19:25:20] <Tomski> yes, you use an fbo of 50x50 and use an appropriate projection
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[19:30:07] <Betalord> appropriate projection means what? I modify my camera (just for 1 loop to render the stuff into 50x50) like this: cam.viewportWidth=50 (and same for height), and then cam.update(). But it doesn't change anything. Am I doing it right at all?
[19:30:52] <Tomski> If thats what you want, you dont have to map viewport size with fbo size unless you want pixel perfect projection
[19:31:00] <Tomski> Which isn't usually the case
[19:32:52] <Betalord> well what I want is to render some complex geometry to a 50x50 texture, that's all. The problem is, that the code that I posted, works only if fbo has size of the full screen. But I want to draw it to a 50x50 texture.
[19:33:08] <Tomski> Pastebin some code
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[19:34:17] <Betalord> I mean, the thing i want to render is very small, that is why 50x50 is enough (actually I have a bunch of things of size 10x10 that is very complex actually). But if I render it to 50x50 fbo and then do spriteBatch.draw(fbotexture), it all becomes scaled down like 10 folds
[19:36:42] <Betalord> http://pastebin.com/uWNuAMU0
[19:36:58] <Betalord> (at the end of pastebin is my render code)
[19:39:34] <Tomski> that doesnt give enough information, no idea what units you are rendering your shpe with, with what projection matrix, and the same for your batch
[19:39:52] <Tomski> By the looks of it you are doing things in 'pixel' units, which you shouldn't do
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[19:43:47] <Betalord> Tomski, I'm using this (I added some rendering methods of mine, but haven't changed the rendering mechanism): https://github.com/intrigus/MyGdxClasses/blob/master/core/src/com/boondog/imports/graphics/MyShapeRenderer.java
[19:44:17] <Tomski> I know, but that doesnt show what units you are using
[19:45:23] <Betalord> well, pixels of course. When I call, for example, drawTriangle(), I specify pixels (in range 0..50)
[19:45:28] <zymo> how do you use interruptable searches for the GdxAI pathfinder?
[19:45:37] <Tomski> Pixels of course?
[19:45:39] <Tomski> Why of course?
[19:45:45] <Tomski> You shouldnt be using those in the first place
[19:45:45] <Betalord> well what else would I use?
[19:45:53] <Tomski> game units
[19:46:05] <Tomski> https://xoppa.github.io/blog/pixels/
[19:46:17] <Betalord> I always used them though, seems natural. Textures have width and height in pixels, etc.
[19:46:36] <Tomski> Thats not how opengl works
[19:46:45] <Tomski> On file your texture has a width in 'pixels'
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[19:47:50] <Tomski> It may seem to make sense, but it doesn't at all, and leads to way more issues and confusion, like the issue you are having now
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[19:52:36] <Ghandhikus> i have this error with gradlew dist http://pastebin.com/8jz9LivR
[19:53:17] <Tomski> Why are you running build dist on all projects?
[19:53:44] <Ghandhikus> what should i do to build android apk then?
[19:54:01] <Tomski> ./gradlew android:assembleRelease or ./gradlew android:assembleDebug
[19:54:08] <Ghandhikus> i see, thanks
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[19:56:57] <Ghandhikus> still error http://pastebin.com/zNwxtP3E
[19:57:08] <Tomski> You are still running build
[19:59:02] <Betalord> Tomski: I've read through the article. Well, I use StretchViewport for that. However, given my situation, what can I do to correctly render to a 50x50 frame buffer? What is your suggestion?
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[19:59:06] <Ghandhikus> http://pastebin.com/eAK2ChT9 still
[19:59:44] <Tomski> Ghandhikus: are you running from command line?
[19:59:48] <Ghandhikus> yes
[20:00:01] <Tomski> outside of idea ye?
[20:00:06] <Ghandhikus> i dont use it
[20:00:16] <Ghandhikus> just windows cmd
[20:01:11] <zymo> anyone know how to use pathfinder.search for interruptable searches?
[20:01:37] <zymo> i switched from using pathfinder.searchNodePath to .search and its not finding paths anymore
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[20:01:48] <Tomski> changed any gradle build settings other than hte jdk version?
[20:01:57] <Ghandhikus> version of it
[20:02:08] <Ghandhikus> should i change it back?
[20:02:30] <Tomski> Id clean your gradle cache and try again
[20:02:52] <Ghandhikus> by hand or is there a command for that?
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[20:03:20] <Tomski> delete ~/.gradle/cache
[20:07:55] <Tomski> If it still persists you can try filtering it with packagingOptions, shouldnt be pulling in any robovm files though
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[20:10:02] <Ghandhikus> still persists http://pastebin.com/vJtKnApZ
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[20:14:19] <zymo> if i want to add a line in a libgdx class, what should i do?
[20:14:28] <Tomski> Looks like lml has an invalid jar
[20:14:36] <Tomski> There are two robovm.xmls in the actual artifact
[20:14:44] <Tomski> probably why android is crying
[20:15:06] <Tomski> Try removing one of the duplicates from the artifact in your local maven repo and trying again
[20:15:17] <Tomski> If that works, submit an issue on their library
[20:15:54] <zymo> but lets say for now
[20:16:14] <zymo> do i have to make a class and extend it or something, then override the specific method?
[20:16:34] <Tomski> zymo: depends what it is, some things you may need to fork libgdx and build your own version
[20:16:40] <Tomski> For others you can simply extend
[20:17:16] <zymo> the IndexedAStarPathfinder class has a method to search nodes for a path
[20:17:19] <zymo> but it never ends
[20:17:34] <zymo> i want it to stop adding nodes if it gets too big
[20:18:49] <Ghandhikus> where can i find local maven repo?
[20:19:52] <Tomski> C:\Users\Daniel\.gradle\caches\modules-2\files-2.1\com.github.czyzby\g
[20:19:53] <Tomski> dx-lml\1.7.1.9.3\375c12570b08dec2eda2d7cd3cd059e274aaaebe\gdx-lml-1.7.1.9.3.jar
[20:20:48] <zymo> in my case, can I extend and override?
[20:22:12] <Tomski> zymo: I dont know sorry, I dont use gdx-ai
[20:24:50] <zymo> alright, thanks
[20:25:16] <Tomski> zymo: perhaps open up an issue on their github tracker?
[20:26:17] <Ghandhikus> i dont really see any duplicates in there of gdx-lml
[20:26:42] <Ghandhikus> oh robo... xd
[20:26:55] <zymo> i'll try
[20:28:19] <Ghandhikus> yep gdx-lml contains two robovm.xml
[20:30:57] <Ghandhikus> so i should make an issue on robovm github, what should i write there?
[20:32:31] <Tomski> No, its their jar
[20:33:04] <Tomski> Delete one of the robovm.xmls from the jar and try to launch
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[20:33:38] <Ghandhikus> build works after i've deleted it
[20:34:24] <Tomski> Yeah, post an issue on the lml repo
[20:35:36] <Ghandhikus> done https://github.com/czyzby/gdx-lml/issues/46
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[20:43:15] <Tomski> Betalord: sorry forgot to reply. StretchViewport with what units?
[20:44:04] <Tomski> The framebuffer size doesnt determine anything but the texture size
[20:44:35] <Betalord> well, I use StretchViewport so that it stretches the screen a bit on my android devide, or else everything is too small. On my desktop I use fixed resolution so StretchViewport doesn't do anything (it scaled it by a factor of 1)
[20:44:53] <Xoppa> o.O
[20:45:10] <Betalord> hi Xoppa :)
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[20:45:37] <Tomski> As an example, If I use a viewport of 20x5 units, and I draw somehting 5 units, no matter what FBO size whatever i draw will be the full height of that buffer
[20:46:11] <Ghandhikus> Error: Activity class {com.debert.rogue/com.debert.rogue.AndroidLauncher} does not exist.
[20:46:15] <Tomski> You say you use a stretch viewport, but with what units, I assume you are using some weird pixel value that is confusing you when it comes to this
[20:46:18] <Ghandhikus> now that's weird, used android:run
[20:47:29] <Tomski> Betalord: 5 units in height*
[20:47:35] <Betalord> hm, are you sure that the viewport has anything to do with it? the MyShapeRenderer uses it's own Camera object
[20:47:54] <Tomski> Camera, not viewport
[20:48:01] <Betalord> and I even tried to call Gdx.gl.glViewport(0, 0, 50, 50) before binding the fbo and drawing on it, but it didn't help either
[20:48:01] <Tomski> Viewport handles how a Camera resizes
[20:48:55] <Tomski> Betalord: you havent showed what you are actually doing yet regarding your units
[20:49:06] <Tomski> Only some small snippets of your drawing calls
[20:50:40] <Betalord> I'm not sure which part of the code you want... it's all very simple. On that 50x50 texture, I try to draw let's say a triangle which has vertices (0,0), (0,20), (20, 20)
[20:50:54] <Betalord> by calling myShapeRenderer.triangle()
[20:50:59] <Betalord> with those values
[20:51:27] <Betalord> shaperenderer, on the other hand, does this when I call end() to render everything:
[20:52:03] <Betalord> http://pastebin.com/tyPvreBm
[20:52:18] <Betalord> and that's it
[20:52:20] <Tomski> The actual camera setup
[20:52:23] <Tomski> 0,20 what?
[20:52:24] <Tomski> bananas?
[20:52:29] <Betalord> pixels
[20:52:34] <Betalord> it's 1000x500 pixels
[20:53:25] <Betalord> (if I do Gdx.graphics.getWidth(), it returns 1000x500. StretchViewport is also set to 1000x500)
[20:55:43] <Betalord> oh, the triangle... yes, pixels as well
[20:58:21] <Tomski> You shouldnt use those values, they dont mean anything
[20:58:33] <Tomski> Read xoppas blog post
[20:59:20] <Ghandhikus> does android:run copy the files to the phone?
[20:59:24] <Tomski> Ghandhikus: nop
[20:59:31] <Ghandhikus> how do i do it then?
[20:59:36] <Tomski> ./gradlew android:installRelease
[21:00:20] <Tomski> Betalord: you are doing this http://pix.asidik.com/tomski-v7JJDd.png
[21:00:34] <Betalord> Tomski: I've read it... understood. But what I'm asking you now, is how to set up gl states so that it will draw to a 50x50 texture normally and not scaled. That's all. Nevermind that I should rework my game structure etc., which is not the problem right now
[21:00:56] <Betalord> yes, exactly!
[21:01:53] <Tomski> Then you should be able to see why its a lot smaller than if you were to skip the fbo step
[21:02:24] <Ghandhikus> wut W/System.err( 7826): java.lang.NoSuchMethodError: java.util.ArrayList.sort
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[21:03:14] <Betalord> well, I don't :( I don't change the viewport when drawing to fbo, it stays at 1000x500, so I don't understand it. Why does opengl think that if I bind a 50x50 framebuffer that the screen changed to 50x50 instead of 1000x500? I don't get it
[21:03:15] <Tomski> Ghandhikus: thats only been recently added to the android api
[21:03:33] <Tomski> Betalord: its a render target
[21:03:40] <Tomski> you dont draw pixels
[21:03:51] <Tomski> You draw triangles, which get rasterized into the render target
[21:04:07] <Tomski> Your render target is a 50x50 FBO
[21:04:56] <Betalord> ah, so 1 pixel is not anymore what it was at 1000x500, but it becomes like 0.002x0.005 (or something) pixel? And this is why it gets so small?
[21:05:36] <Ghandhikus> is there like android:runWithADBListen ?
[21:05:53] <Tomski> No, it gets so small because you are redrawing the full screen quad as a tiny region when rendering the contents back to the default buffer
[21:06:27] <Ghandhikus> something like that beta
[21:06:44] <Tomski> Maybe an external plugin, afaik its not in the main plugin
[21:06:49] <Tomski> I just run a different shell for it
[21:07:35] <Betalord> hm, no, that can't be: I actually tried to do spriteBatch.draw(... 1000, 500) (scaled drawing) and the image was right size, it it was all smeared up, it was like 3 pixels stretched over to a 50x50 region on my 1000x500 screen. In other words, when I draw to fbo, it actually draws everything really tiny
[21:08:29] <Tomski> Because you are rendering a 20x20 triangle in like 3 texels
[21:10:31] <Ghandhikus> i love how windows cmd locks the file even though it's not using it anymore
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[21:12:57] <Betalord> and what's the solution? :) to multiply coordinates of my triangle by some factor? I can do that. But what I'm asking is this: how to tell opengl to consider vertices that I pass him as 5 times as large, for example. So that I don't need to multiply all my vertices manually in my code
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[21:17:34] <Betalord> oh, nevermind! I finally fixed it :)
[21:17:48] <Tomski> No, the solution is to use sensible units for your game and cameras. If you want to render a triangle shape to a 50x50 FBO, and you want the triangle to be the full size of the fbo, use appropriate values for your triangle vertices for the camera projection you are using
[21:18:44] <Betalord> FrameBuffer.begin() is the faulty one... it actually sets the viewport! Hence undoing all my cally to glViewport(). Grrr! Now I call glViewport AFTER I call FrameBuffer.begin() and everything scaled correctly :)
[21:19:02] <Betalord> scales*
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[21:20:49] <Xoppa> o.O
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[21:30:04] <Ghandhikus> tomski: lol they closed the issue https://github.com/czyzby/gdx-lml/issues/46
[21:31:43] <Tomski> They have duplicate files
[21:31:47] <Tomski> in the same jar
[21:31:56] <Tomski> Its not an issue of having multiple robovm.xml files in different jars
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[21:33:59] <Ghandhikus> and they moved it to libgdx github
[21:39:32] <Betalord> one quick question though: the framebuffer I draw too has black background, which I want it to be transparent (so that when I draw it with my spriteBatch it doesn't draw black background). I do Gdx.gl.glClearColor(0, 0, 0, 0) and Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT) before drawing anything into fbo, but that doesn't create transparent backgroun
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[21:46:02] <laubed> @Betalord: maybe that spritebatch dies not have blending enabled?
[21:46:08] <laubed> *does
[21:46:29] <Xoppa> pastebin your sscce Betalord, could be many things, e.g. the fbo might not have an alpha channel
[21:47:41] <Betalord> http://pastebin.com/DrmitLPK
[21:48:21] <Rembrandt> Hi guys i have just a regular programming question. I have a EnemySpawnHandler class that needs to have some properties from the GameScreen. The relationship here is GameScreen HAS A EnemySpawnHandler. What is the best best practice: A pass in all the properties the EnemySpawnHandler needs with parameters. or B create getters for all the properties EnemySpawnHandler needs from GameScreen. I hope you understand, thanks!
[21:48:34] <Xoppa> yep, Format.RGB565 does not have an alpha channel Betalord
[21:49:40] <Betalord> ah, ok, which format should I use?
[21:50:03] <Rembrandt> With B i only pass in 1 parameter (the GameScreen) to EnemySpawnHandler and access all the properties i need with getters
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[21:51:12] <Ashiren> more like B
[21:51:14] <Betalord> the 4444 or 8888? I don't know the difference..
[21:51:18] <Ashiren> would the properties change?
[21:51:34] <Ashiren> 4 bits per channel (16bits) vs 8 bits per channel (32bits)
[21:51:38] <Ashiren> 4444 has alpha
[21:52:02] <Ashiren> ie. http://2.bp.blogspot.com/-s8zcMoIc8GY/UzA2kVqqRvI/AAAAAAAAAYI/ip6LMkCebXU/s1600/image00.jpg
[21:54:34] <Betalord> oh, ok, so 8 it is
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[22:10:46] <Betalord> hm, now the alphas are all wrong :) When I draw a solid object into fbo, then draw another one with alpha blended edges, those alpha blended edges take away the first object. So when I draw the texture produced by this fbo procedure, it's transparent where it shouldn't be (those alpha blended edges)
[22:12:03] <Betalord> the problem is fixed if I call Gdx.gl.glBlendFunc(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA) just before rendering into fbo, however, myShapeRenderer.end() sets it's own (default) blend function, hence I have to modify the source of MyShapeRenderer, which I don't want
[22:12:16] <Betalord> canI fix this problem when at the point of rendering texture on screen?
[22:12:26] <Betalord> or in some other way?
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[22:35:37] <Xoppa> sounds complicated
[22:36:32] <Ghandhikus> check if shape renderer uses spritebatch, if so then change it's blending options
[22:38:18] <Xoppa> it doesnt look like ShapeRenderer does that, so it looks like you are mistaken Betalord.
[22:38:19] <Betalord> nope, it doesn't. This is what he calls when I call end(): http://pastebin.com/tyPvreBm
[22:39:52] <Xoppa> ow, you use your own implementation of ShapeRenderer instead of the one that comes with libgdx, then modify your class so that it does what you want that it does, Betalord
[22:40:32] <Betalord> yes well I can do that, sure, but... I want a general solution. What if tomorrow I get another class that does rendering and I won't get to modify it? etc.
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[22:41:06] <Xoppa> then dont use that class
[22:41:19] <Xoppa> why would you bother using some custom class anyways?
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[22:44:01] <Betalord> ah well, fino. I'll modify it
[22:44:08] <Betalord> fine*
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[23:36:51] <Ghandhikus> Tomski: i've updated sdk to the newest version in android/build.gradle and it stills throws java.lang.NoSuchMethodError: java.util.ArrayList.sort
[23:37:54] <TEttinger> Ghandhikus: are you calling it like that, as static? I don't think there's a static sort method
[23:38:06] <Ghandhikus> not
[23:38:07] <TEttinger> Collections.sort may be what you want IIRC
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[23:38:21] <Tomski> Ghandhikus: you need to change your min/max supported target versions
[23:38:42] <Tomski> Or just use TEttinger;s suggestion
[23:39:06] <Ghandhikus> it is on 1.7
[23:39:58] <TEttinger> https://docs.oracle.com/javase/7/docs/api/java/util/Collections.html#sort(java.util.List)
[23:40:38] <Tomski> no, android target versions
[23:41:10] <TEttinger> yeah, old android probably doesn't support Java 7
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[23:41:31] <TEttinger> no idea what the min should be
[23:41:37] <Ghandhikus> i've changed core and android version
[23:43:20] <Shockah> sort is on Java 6 too
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[23:46:21] <Ghandhikus> found a culprit in build warning: [options] bootstrap class path not set in conjunction with -source 1.7
[23:46:30] <Ghandhikus> can't find the cause of that warning tho
[23:47:12] <Tomski> Thats harmless
[23:47:22] <Tomski> its the android version you have set in the android/build.gradle
[23:47:53] <nexsoftware> You are using a jdk other than 1.7 and targeting 1.7.
[23:47:54] <nexsoftware> To use 1.7 APIs in Android your min android version needs to be api 19.
[23:48:06] <nexsoftware> Or higher
[23:49:48] <Ghandhikus> i see
[23:50:35] <Ghandhikus> what's the minimum for libgdx? 8 or 7
[23:50:45] <Ghandhikus> sdk version i mean
[23:55:22] <TEttinger> do you mean JDK?
[23:55:29] <TEttinger> I think 6
[23:55:36] <nexsoftware> Android sdk 8, or Android 2.2
[23:55:36] <Ghandhikus> i mean sdk version
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   October 26, 2016  
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