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[00:37:55] <TEttinger> gah, this network outage
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[00:40:04] <madytyoo> Hi Guys, I have a question about lwjgl. As far as I know lwjgl supports OpenCL so, at least in theory, it would be possible run some typical CPU computation on the GPU?
[00:48:23] <Xoppa> sure, not only in theory, also in practice ;)
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[00:59:17] <madytyoo> it is hard to say when it would be convenient, because the OpenCL API setup, execute and fetch results has a cost. Any thought?
[01:00:29] <Xoppa> perhaps expand a bit?
[01:01:49] <Xoppa> why does the cost of something make it less convenient? and why does it has a cost (compared to what)?
[01:08:05] <madytyoo> I mean, a simple float multiplication make sense on the CPU, probably costs more time (and code) to setup/execute OpenCL call. It is different if in case of matrix operations
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[01:10:57] <Xoppa> unless you have more than a couple of matrices you want to perform the same operation on at once, it is not different
[01:11:28] <zymo> anyone know how to sort an array to greatest to least, or have an example?
[01:12:17] <Xoppa> zymo, http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/Array.html#sort--
[01:14:08] <zymo> the array is of objects, would it still work?
[01:14:09] <Xoppa> if you want to reverse the array after that: http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/Array.html#reverse-- zymo
[01:14:43] <Xoppa> sure, as long as they implement Comparable or you provide your custom Comparator zymo
[01:15:08] <zymo> i guess i have to learn about comparators now ugh haha
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[01:17:00] <madytyoo> so OpenCL make sense when you have a significant amount of computing, xoppa
[01:19:52] <Xoppa> madytyoo, when its a significant amount of *the same* computing, e.g. as shaders do on, there are some other requirements as well, like memory lay-out, but those are usually fixable. Either way, you shouldn´t be looking into it unless there is an actual problem you are having which you cant fix using only the CPU.
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[01:28:02] <TEttinger> madytyoo: also, no OpenCL on android at all
[01:28:23] <TEttinger> google actually specifically took off drivers that were unofficially available on one sony phone
[01:29:13] <madytyoo> thank you for the information Tettinger
[01:29:15] <TEttinger> zymo: comparators are really simple, thankfully.
[01:30:33] <zymo> TEttinger: currently googling it but i cant understand it
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[01:50:18] <mobidevelop> android has renderscript instead of opencl
[01:55:19] <madytyoo> Thanks mobidevelop, I'm trying to figure out if OpenCL has a future. I took a look back at the bullet implementation which looks interesting, but is seems each vendor is coming out with its own standard
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[02:11:52] <pleitsi> sup
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[02:24:12] <rifter> Tomski you may want to have a look to the PR I've just submitted related to another Label scaling bug https://github.com/libgdx/libgdx/pull/4382
[02:35:43] <TEttinger> nooooooo Label scaling
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[02:41:33] <mobidevelop> Boo
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[03:31:53] <rifter> I know, boring stuff...
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[05:34:05] <zymo> hey guys
[05:34:39] <zymo> my comparable sort isnt working out. It's a z sort
[05:34:39] <zymo> http://pastebin.com/78V2BRCb
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[05:58:05] <zymo> im doing a zSort on my array of entities that i draw per render
[05:58:12] <zymo> it works, but now it looks flashy
[05:58:34] <zymo> like, overlapping textures will flip flop so fast, it looks almost transparent
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[06:05:15] <TEttinger> that doesn't sound quite right, zymo
[06:05:35] <TEttinger> are you drawing them unsorted, sorting them, then drawing them again?
[06:05:56] <zymo> I am sorting them then drawing them
[06:06:00] <zymo> every render
[06:06:12] <zymo> aaand it crashed
[06:06:26] <zymo> "Comparison method violates its general contract!"
[06:06:37] <TEttinger> yep, that's a "fun" one
[06:07:11] <TEttinger> that I believe happens when you return a different value for equal items, that is, items that compare as .equal() being true
[06:07:28] <TEttinger> not totally sure
[06:07:44] <zymo> oh boy
[06:07:47] <TEttinger> if they're equal they must have the compare function return 0
[06:07:51] <zymo> do you see anything odd? http://pastebin.com/yEVD4WXX
[06:09:57] <TEttinger> yeah uh... my solution is not the best demonstration of Java's clarity.
[06:10:08] <TEttinger> the issue may be, not sure, related to floating point math
[06:10:55] <zymo> that would be annoying
[06:11:54] <TEttinger> you can have 0.2 + 0.4 - 0.6
[06:11:59] <TEttinger> and you may think that's 0.0
[06:12:02] <TEttinger> but it's not
[06:12:11] <TEttinger> it's 1.1102230246251565E-16
[06:12:18] <zymo> wuuuh
[06:12:41] <myke> limited precision math
[06:12:44] <TEttinger> imprecision with non-multiples of fractions that can be expressed with powers of two
[06:12:53] <TEttinger> so 0.25 is fine, it's 1/4
[06:12:56] <TEttinger> but 0.2 is 1/5
[06:13:00] <myke> easy fix is to never do x == y but abs(x - y) < (small number epsilon)
[06:13:00] <TEttinger> 0.4 is 2/5
[06:13:10] <TEttinger> ^ myke has it
[06:13:22] <TEttinger> 0.000001 is probably fine for epsilon
[06:13:30] <TEttinger> floats may need higher
[06:13:31] <myke> numerical methods was probably my most useful class in uni
[06:13:39] <myke> since it was all about actually getting things done on real computers
[06:13:41] <TEttinger> 0.0001 for floats maybe
[06:13:42] <TEttinger> cool!
[06:13:46] <zymo> i thought the toCompare has to return 0, -1 or 1. wouldnt Math.abs always make it positive?
[06:14:00] <TEttinger> less than in there
[06:14:06] <TEttinger> that's to replace your boolean == test
[06:14:23] <TEttinger> that isn't to get the -1, 0, or 1
[06:14:28] <LiquidNitrogen> thats an interesting trick
[06:14:38] <myke> fairly standard trick i think
[06:14:42] <TEttinger> yeah
[06:14:53] <TEttinger> it is interesting though
[06:15:06] <TEttinger> the choice of epsilon can vary for different precisions
[06:16:35] <TEttinger> also, your < 0 check should be < -0.0001 or something instead
[06:16:48] <TEttinger> (err, -0.0001f)
[06:17:11] <zymo> so instead of (first - second < 0) id just do Math.abs(first - second) < 0.00001?
[06:17:24] <TEttinger> no
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[06:17:33] <zymo> this is confusing haha
[06:17:41] <TEttinger> instead of (first - second == 0)
[06:17:44] <TEttinger> you do Math.abs(first - second) < 0.00001
[06:17:55] <TEttinger> it's checking if the difference is very small
[06:18:02] <zymo> ah
[06:18:05] <TEttinger> which could be 0, but might be just very close to 0
[06:18:14] <myke> make it a function with epsilon in it so you don't have to think about it
[06:18:24] <myke> floatequal(a, b)
[06:18:40] <TEttinger> the other check is in the if, if(second - first < 0) becomes if(second - first < -0.0001f)
[06:19:19] <TEttinger> oh I may have typoed, use the same number of 0s in both numbers :)
[06:19:36] <TEttinger> (pick one and stick with it, one will be negative, the other positive)
[06:20:01] <zymo> thats cool
[06:20:30] <zymo> it works like a charm now
[06:20:35] <zymo> thanks a bunch yall
[06:20:48] <TEttinger> yay
[06:20:55] <zymo> oh noo
[06:20:58] <zymo> i still got the crash
[06:21:04] <zymo> its not immediate
[06:21:09] <TEttinger> I was wondering if that wasn't the whole thing :|
[06:21:18] <zymo> it doesn't have the flashy thing at least haha
[06:22:05] <TEttinger> http://stackoverflow.com/questions/20354527/java-comparator-violates-general-contract#20356467
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[06:23:42] <zymo> what! the flashy is still there
[06:23:45] <zymo> ugh
[06:24:51] <TEttinger> so if two things x and y compare as equal, they must compare the same with any other value, so x.compare(20) == y.compare(20)
[06:25:10] <TEttinger> it could be 1, could be -1, could be 0 even. but they must be the same
[06:26:09] <zymo> i'll probably just round the floats
[06:26:24] <TEttinger> I'm not sure that's actually the problem now
[06:26:35] <TEttinger> and rounding might make it worse if the float part matters
[06:28:11] <TEttinger> what if both topSprite and entity are null?
[06:28:24] <TEttinger> that would throw a NullPointerException I think
[06:28:45] <zymo> the way i set it up, that would never happen
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[06:29:12] <TEttinger> ok
[06:29:18] <zymo> every time a new MapZSort is made, its with either a topSprite or an Entity
[06:30:30] <TEttinger> are you changing the things you're sorting as you sort them?
[06:31:02] <TEttinger> any modification in another thread is a surefire way to mess with the comparison contract
[06:31:45] <zymo> nope, I'm only using one thread
[06:32:00] <TEttinger> good.
[06:32:14] <zymo> also, I'm spawning a bunch of entities around a tree thing, so i guess maybe too many of them are just around it?
[06:32:24] <zymo> they are zsorting with the tree
[06:32:52] <TEttinger> is every part of "other.entity.getComponent(SpriteComponent.class).sprites.get(0).getY();" returning a value that you are expecting?
[06:32:59] <TEttinger> sprites could be empty maybe?
[06:33:38] <TEttinger> oh!
[06:33:47] <TEttinger> are you sorting sprites with this comparator?
[06:33:47] <zymo> i think i figured it out
[06:34:10] <TEttinger> ohhhh
[06:34:18] <zymo> nevermind
[06:34:34] <TEttinger> sprites.get(0) always gives the top sprite, but it never changes unless this is sorting sprites somehow
[06:34:37] <zymo> Its an array of MapZSort objects that hold a sprite (map objects) and entities
[06:35:35] <zymo> i just use sprites.get(0) to use the first frame of the animation
[06:35:43] <TEttinger> oh ok
[06:35:58] <zymo> just to test things
[06:36:08] <zymo> also i lost my mouse so i cant animate ;(
[06:36:30] <TEttinger> I think the issue may, maaaaybe, be that getY for the tree and whatever's around the tree may not be considering height
[06:36:42] <TEttinger> since I imagine the tree is tall
[06:37:26] <zymo> yeah, but im only looking at its base
[06:47:47] <zymo> i made a gif https://imgur.com/NVtvIuH
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[07:01:37] <Burny123> Hi guys i implemented an android leaderboard with the google play services api. The problem is when i click my leaderboard button twice very fast the leadersboards also pops up twice, so it looks a bit jerky.. I already put in some logic so the button wont work for 3 seconds when it gets clicked but the leaderboard still pops up twice. This logic is working because i monitor it in the debug console. Anyone maybe have an idea what c
[07:01:37] <Burny123> auses this?
[07:07:31] <zymo> TEttinger when i cast the floats to int, and turn it all to int, it fixes the crashing problem
[07:11:50] <TEttinger> huh
[07:11:54] <TEttinger> well that works :)
[07:12:51] <zymo> the gross flashing though :(
[07:13:03] <zymo> i dont understand how that could be happening
[07:13:51] <LiquidNitrogen> http://i.imgur.com/4qGB6Yk.png i like how this orange dude looks in this environment
[07:14:46] <TEttinger> lol LiquidNitrogen
[07:14:56] <TEttinger> he's like a tangerine made flesh
[07:15:00] <TEttinger> http://i.imgur.com/UWZ79FE.png is my stuff
[07:16:41] <Tomski> LiquidNitrogen: cute
[07:17:08] <TEttinger> environment looks great LiquidNitrogen
[07:18:24] <LiquidNitrogen> do you think you might make tile transitions TEttinger?
[07:18:30] <TEttinger> in mine?
[07:18:34] <LiquidNitrogen> yah
[07:18:39] <TEttinger> no gameplay reason to have them, but maybe
[07:18:51] <zymo> crashing still there :(
[07:19:10] <LiquidNitrogen> it can be an ass to make them, but it would help soften the terrain
[07:20:35] <TEttinger> I don't want any confusion about what tile you're on, though, that's the main concern
[07:21:13] <LiquidNitrogen> fluffing out around the corners a little shouldnt add confusions
[07:25:31] <LiquidNitrogen> i think im getting the feeling that the terrain feels a little noisy, which clashes with the high detail of the models
[07:26:09] <TEttinger> yeah, I've wondered about that. I had detailed models for terrain too
[07:26:13] <TEttinger> it was way too clashy
[07:27:22] <LiquidNitrogen> it might mainly be the dark green tile
[07:27:51] <LiquidNitrogen> the rest are light and contrast nicely with the models
[07:28:43] <TEttinger> the ones at the very top?
[07:29:08] <TEttinger> the jungle tile is very dark green, not sure how to differentiate it from normal forest
[07:30:05] <TEttinger> I can actually fix this with just a palette change, which would be convenient
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[07:33:08] <LiquidNitrogen> i like the orange tank guy at the bottom, he looks like a cyborg-tank
[07:41:16] <TEttinger> hm, still a little noisy, but lighter seems to improve readability. http://i.imgur.com/WPP2Uov.png
[07:41:51] <Tomski> 30fps
[07:41:56] <TEttinger> it can get much more
[07:41:57] <Tomski> you targetting next gen consoles?
[07:42:01] <TEttinger> hehe
[07:43:48] <TEttinger> when vsync's off and I stop limiting FPS, http://i.imgur.com/UGZqNzg.png
[07:43:57] <TEttinger> this is not a new laptop
[07:45:33] <TEttinger> thoughts on either, LiquidNitrogen?
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[07:47:57] <LiquidNitrogen> TEttinger: im not sure what you changed. i noticed it looks better in full screen though.
[07:48:25] <TEttinger> oh, just some slight color tweaks
[07:48:40] <TEttinger> the jungle (dark blue-green) is less dark
[07:48:57] <TEttinger> the forest (mid green) is more grayish
[07:49:47] <TEttinger> I'm wary of continuing too far into making them similar-looking
[07:53:05] <LiquidNitrogen> still seems like theres too much contrast with the other ground tiles, but not sure what would help and i dont want to sidetrack you heh
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[08:15:45] <TEttinger> it's no problem, LiquidNitrogen. one solution is to use the existing palette swaps I have and use just a few major variants on background tile
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[08:19:32] <TEttinger> friggin' network
[08:22:12] <zymo> ah, i made a map with just two things for my zsort array. they keep switching indexes over and over
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[08:33:25] <zymo> omg
[08:33:38] <zymo> the mistake was so small
[08:34:07] <LiquidNitrogen> thats asking for a joke
[08:34:42] <zymo> yes lol
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[08:51:42] <TEttinger> well that was good advice, LiquidNitrogen who just left :|
[08:51:43] <TEttinger> http://i.imgur.com/wG1Ubyx.png
[08:53:15] <TEttinger> it's much less distracting now. that kiwi knows his pixel art
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[08:58:22] <zymo> haha yeah that looks better
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[09:01:27] <TEttinger> yay
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[09:12:32] <TEttinger> zymo, so your sort works now?
[09:19:59] <zymo> TEttinger yeah, I made the smallest mistake
[09:20:28] <TEttinger> you squished a bug and it got in your desktop case
[09:21:16] <zymo> http://pastebin.com/yEVD4WXX in line 19, I put entity == null instead of other.entity == null
[09:22:00] <zymo> so im happy now
[09:23:50] <zymo> do yall tend to be lazy on writing well performing code when it's not in update or render loops?
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[09:30:49] <[AD]Turbo> hi there
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[09:31:26] <zymo> hey
[09:39:27] <TEttinger> zymo: I think I over-optimize code that doens't need it
[09:39:32] <TEttinger> it's become a habit though
[09:39:45] <TEttinger> bitwise for L|FE
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[09:48:04] <zymo> https://imgur.com/xCJshdV yay
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[09:59:04] <monsieur_h> zymo: Neat !
[09:59:07] <monsieur_h> Box2dlights ?
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[10:12:59] <zymo> monsieur_h yep!
[10:19:48] <zymo> can this be any more optimized? http://pastebin.com/Ea0akz8X
[10:19:57] <zymo> its a heuristic for pathfinding
[10:25:50] <monsieur_h> what do you want to optimize ? it's already a heuristic
[10:27:45] <zymo> because it will be performing a lot of math a whole bunch, i just didnt know if there was any cheaper ways of doing anything
[10:27:54] <zymo> it looks small but it adds up in my game
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[10:28:46] <TEttinger> there are some ways, zymo
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[10:29:26] <TEttinger> if your map width is always a power of 2, you can do some very small optimizations to avoid division. the bigger gain will be from cutting out the sqrt call
[10:29:34] <TEttinger> float distance = (float)Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2)); // can become...
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[10:30:10] <TEttinger> float distance = (endX - startX) * (endX - startX) + (endY - startY) * (endY - startY));
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[10:30:26] <zymo> so thats only if my map width is a power of 2?
[10:30:32] <TEttinger> or assign those to existing but now-unused vars
[10:30:36] <TEttinger> no that's different
[10:31:04] <TEttinger> if your map width is a power of 2 you can replace / with >> and % with a modified call using &
[10:31:25] <TEttinger> that only matters in very tight loops
[10:31:57] <TEttinger> so if you had...
[10:32:20] <TEttinger> int startY = startIndex / MapManager.mapWidth; // where mapWidth is a constant and a power of 2, this would become
[10:35:13] <TEttinger> int startY = startIndex >> mapWidthBits; // where mapWidthBits can be computed, once, with Integer.numberOfTrailingZeros(Integer.highestOneBit(mapWidth))
[10:35:46] <TEttinger> the % is a nice one though
[10:35:57] <TEttinger> so if you're doing something simple like x % 8
[10:36:09] <Ashiren> wouldnt that be optimized away at runtime if jvm knows its power of 2
[10:36:13] <TEttinger> that produces values from 0 to 7, well it should but doesn't
[10:36:21] <TEttinger> it should be, Ashiren. is it?
[10:36:31] <TEttinger> there are differences sometimes
[10:37:09] <TEttinger> so x % 8 is generating values that can be 0, 1, 2, 3, 4, 5, 6, 7
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[10:37:51] <TEttinger> that's the same set of numbers that can be produced by only using the bits that can represent 7, a special property because it's 1 less than a power of 2
[10:38:29] <TEttinger> so x & 7 is almost the same as x % 8, but faster and behaves correctly on negative numbers (debatable, but it allows you to use the numbers as indices in arrays)
[10:39:48] <zymo> haha wow
[10:40:00] <TEttinger> bitwise magic!
[10:40:05] <TEttinger> it gets much crazier
[10:40:14] <TEttinger> there's a whole page on unusual tricks
[10:40:25] <zymo> just float distance = (endX - startX) * (endX - startX) + (endY - startY) * (endY - startY)); made a difference in framerate
[10:40:47] <TEttinger> woah
[10:40:52] <TEttinger> yeah, sqrt is pricey
[10:40:57] <zymo> i can eat this stuff up all day
[10:40:59] <TEttinger> that can be an int too
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[10:41:13] <TEttinger> it saves a conversion, since all of those I think are ints?
[10:41:23] <TEttinger> if they're floats, don't change a thing :)
[10:41:37] <zymo> you are right
[10:41:40] <TEttinger> this technique of avoiding sqrt when an exact number isn't needed is used in libgdx
[10:41:40] <zymo> ints
[10:42:01] <zymo> does declaring distance cost memory?
[10:42:23] <zymo> cant i just set return = to what distance would have been declared as?
[10:42:24] <TEttinger> like, right before you return it? probably not. but shorter methods can be JITed quicker
[10:42:37] <TEttinger> yeah, returning instead of creating a temp variable is clean too
[10:43:19] <TEttinger> if you don't need the value of distance for anything but what you return, just return the value
[10:44:15] <zymo> cool
[10:44:59] <zymo> honestly would probably spend 50 hours straight trying to find more optimizations like this instead of actually being productive one of these days haha
[10:45:55] <Ashiren> premature optimization is root of all evil
[10:46:12] <zymo> i feel its toll already
[10:46:14] <TEttinger> fun evil
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[10:46:53] <Ashiren> while i enjoy those micro optimization myself, it is crucial to profile the code first
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[11:11:08] <broesl> the distance of light when i create a new PointLight is in meters?
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[11:57:22] <monsieur_h> I agree with Ashiren
[11:57:38] <monsieur_h> the fact that you have an heuristic for the distace calculation is already a sort of optimisation
[11:57:58] <monsieur_h> now if you over-engineer it, you'll have some trouble to add/change behaviors later
[11:58:06] <monsieur_h> optimizing should happens later
[12:16:02] <chandujr> hey guys, anybody know how to change particle emitter spawn width during runtime?
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[12:24:54] <monsieur_h> emitter.getBoundingBox().ext(x, y, z);
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[12:25:55] <LyronDev> Anyone a clue why some sounds are not playing on android? I have .ogg files and they play correctly when running DesktopLauncher but not on android
[12:26:06] <monsieur_h> chandujr: ^to extend the bounding box of the emitter
[12:26:43] <Tomski> LyronDev: android audio isnt fun
[12:27:00] <Tomski> Make sure you have supported sampling rates, and sizes
[12:27:08] <Tomski> Dont play as soon as you load
[12:27:59] <LyronDev> Problem is, that some sounds don't play at first, but when triggering the events that should play the sound they do play
[12:28:12] <LyronDev> *triggering the events multiple times
[12:30:50] <Tomski> They may not have been fully loaded yet
[12:30:55] <Tomski> You also might be at a limit
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[12:37:28] <LyronDev> What limit?
[12:37:49] <Tomski> simultaneous sounds limit
[12:38:33] <LyronDev> Oh, okay...
[12:39:01] <LyronDev> Well they're definately loaded. I have them in an AssetsManager and call finishLoading() on it before playing any sounds
[12:40:21] <chandujr> monsieur_h: Thank you. So if I wanted to increase the spawn width to 10, I just call ext(10, y, z)??
[12:44:26] <Tomski> LyronDev: that doesnt mean they are loaded
[12:44:32] <Tomski> It just means the java side is done
[12:46:11] <LyronDev> Yes, unfortunately. I just found out by testing. Is there a way to ensure that they're loaded?
[12:59:17] <Tomski> nop
[12:59:50] <Tomski> Why not load them at the start?
[13:02:48] <LyronDev> How do you mean? I load them with my assetmanager
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[13:07:17] <Tomski> Load them well before you are playing them is what i mean
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[13:09:05] <LyronDev> I think i do... http://pastebin.com/rZCdXtfV
[13:10:10] <LyronDev> My Assets class load() function is called when the app opens (loadingscreen)
[13:10:41] <LyronDev> From there the player goes to the menu, to the level select screen, selects a level and then plays
[13:10:57] <LyronDev> Then another 3 seconds pass while a countdown is running
[13:11:06] <LyronDev> And then it's the earliest time i need that sound
[13:13:03] <Tomski> no sounds are played before ten?
[13:13:40] <LyronDev> Oh, actually a click sound when clicking on a button in the menu
[13:14:21] <Tomski> There are a few bugs that cause sound loading to take a huge amount of time when loading lots of htem at once also
[13:14:40] <Tomski> A test would be to only load one and test that
[13:15:09] <Tomski> you can also try messing with the different audio players on your device
[13:15:12] <LyronDev> Yeah, gonna do that. Thanks for the tip
[13:15:16] <Tomski> nuplayer and the other one
[13:15:22] <LyronDev> Okay
[13:15:22] <Tomski> Gotta head out, good luck!
[13:15:27] <LyronDev> Thanks
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[13:42:53] <chandujr> hey I couldn't quite figure out what ext(x,y,z) did in boundingbox of particle emitter.
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[13:43:40] <chandujr> if I had to change the spawn width of particle emitter, how should I use ext() method?
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[13:53:52] <lvGdx> Hi
[13:53:57] <lvGdx> Array<Body> bodies = new Array<Body>(world.getBodyCount());
[13:54:04] <lvGdx> world.getBodies(bodies);
[13:54:26] <lvGdx> whats happening?
[13:56:33] <chandujr> didn't understand your question
[13:56:36] <Ashiren> let the bodies hit the floor
[13:56:58] <chandujr> oh sorry! thought you were talking to me. :D
[13:58:26] <lvGdx> what does this two lines of codes means
[13:58:43] <lvGdx> more specifically this one world.getBodies(bodies)?
[13:59:45] <Ashiren> https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/World.html#getBodies-com.badlogic.gdx.utils.Array-
[13:59:57] <Ashiren> it sems it fills the arraylist with bodies of the world
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[14:00:45] <lvGdx> world.getBodies(bodies)?
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[14:02:24] <lvGdx> Ashiren: ^
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[14:39:09] <ficolas> like*
[14:42:13] <ficolas> the lastest library is 25.0.0, eclipse is using 23.0.0
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[14:42:55] <ficolas> but how do I update it?
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[14:47:22] <ficolas> the android sdk manager downloads 24.0.0
[14:47:44] <ficolas> I think my project now should have 24.0.0, as it appears in the android private libraries, but im back to getting the initial error
[14:47:56] <ficolas> http://pastebin.com/R5vKdx19
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[14:53:47] <ficolas> what should I have in the gradle.build in android project regarding the support v4 library?
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[15:12:11] <ficolas> I have no idea what else to do...
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[15:13:06] <ficolas> if I add the 23.2.1 android support version through project->android->add support library I get http://pastebin.com/nVPCgc91
[15:13:24] <ficolas> and If I add the 24.0.0 version manually, I get this http://pastebin.com/R5vKdx19
[15:14:07] <ficolas> the line I use in the build.gradle is compile "com.android.support:support-v4:23.2.1" or compile "com.android.support:support-v4:24.0.0"
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[15:31:44] <mobidevelop> Eclipse ADT doesn't understand AAR files, so adding the support libraries there won't help except when using gradle to build
[15:33:34] <ficolas> when I use gradle to build with that dependency I get the same error
[15:33:45] <ficolas> the one not finding support v4
[15:33:57] <ficolas> do I need to do something else for gradle to build it correctly?
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[15:45:32] <mobidevelop> ficolas: shouldn't need to do anything special beyond including having the appropriate libraries downloaded in Android SDK and adding them to Android project dependencies
[15:46:19] <mobidevelop> What does your android dependencies block look like in your gradle?
[15:51:00] <ficolas> http://pastebin.com/1wKSXfAY
[15:51:42] <ficolas> 24.0.0 instead of 23.2.1
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[16:16:49] <LyronDev> Any downside to using Music.class for small sound files (.ogg) ?
[16:17:13] <LyronDev> I had big issues playing audio with Sound.class on Android. I changed everything to Music.class now it works
[16:17:52] <LyronDev> Because the Doc says: "Music instances are heavy, you should usually not have more than one or two at most loaded."
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[17:06:09] <ficolas__> How can I implement android support v4 in my project? I tried adding it to the gradle file, after downloading it from the sdk manager, but it still cant find it after a gradle rebuild
[17:06:57] <ficolas__> this is the error http://pastebin.com/R5vKdx19
[17:07:25] <ficolas__> and this is how the build.gradle looks like http://pastebin.com/1wKSXfAY
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[19:59:22] <dogshackstudio> Hey guys any idea how I can go about changing the angle of a particle effect?
[20:00:51] <dogshackstudio> Making a top down shooter and want a blood particle effect to shoot from the angle a bullet hits the NPC but can't seem to find any methods to achieve this
[20:02:39] <dogshackstudio> Nevermind, I was looking for a setAngle method but I have to use the getAngle method to get access to ways of changing the angle
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[20:06:09] <jeffol> whats up my libgdx fellows! my next game is now on steam greenlight if you don't mind giving it a look http://steamcommunity.com/sharedfiles/filedetails/?id=788639576
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[20:47:53] <gerds0n> hi guys, is there a way to use full justificaiton in scene2d when drawing fonts? (code snippet / library?)
[20:48:04] <gerds0n> * full justification
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[22:21:41] <gerds0n> hi guys, is there a way to use full justification in scene2d when drawing fonts? (code snippet / library?)
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[22:25:47] <Xoppa> i don´t think that´s supported by default gerds0n, you could extend the font to implement it, but i doubt there are any examples specifically for that
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[23:25:10] <solarlune> 'Sup! How's everyone doing?
[23:25:46] <solarlune> Just wanted to mention this: https://www.reddit.com/r/libgdx/comments/59wafk/asepriteintegrated_sprite_animation_for_bdx/
[23:26:27] <solarlune> TL;DR: A component that reads Aseprite JSON files for sprite animation under BDX (a 3D LibGDX-powered game engine).
[23:27:14] <solarlune> So you don't have to add animations and timing and stuff yourself, which is cool. It also will read the tags.
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   October 28, 2016  
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