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[00:03:26] <notostraca> nice, solarlune
[00:03:49] <solarlune> notostraca, Thanks!
[00:04:24] <notostraca> what's the sprite part doing with the 3d part, though? is that like billboard 2d sprites positioned in 3d space?
[00:05:20] <solarlune> notostraca, "The 3d part"?
[00:05:35] <solarlune> Yeah, this is used to animate the UV values on a mesh,
[00:05:57] <solarlune> so you can use it for billboarded 2D sprites positioned in 3D space, though they don't have to be billboarded.
[00:06:05] <notostraca> I was just wondering what pixel sprite art was being used for in a 3d engine, is all
[00:06:38] <solarlune> notostraca, Ah, I see. Well yeah, sprites are used in 3D indie games a lot, even nowadays.
[00:06:59] <notostraca> like mine, but it's 2d
[00:07:09] <solarlune> Of course, you could also just do normal 2D by turning the camera orthographic in the engine, as well.
[00:07:19] <notostraca> ah, yeah, that makes the most sense
[00:07:49] <notostraca> 2.5d implemented with a 3d engine and an orthographic camera seems convenient
[00:09:29] <solarlune> notostraca, Yeah, even without armature animation, a 3D engine can still be super useful if one utilizes sprites in place of them.
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[01:14:48] <notostraca> man, I should have done this sooner. I'm limiting the area processed in rendering to just the visible parts, and I get 2300-2400 FPS, about
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[04:49:26] <isdera> for some reason when I press the Shift key, libgdx is interpreting it as the number 9 :|
[04:50:40] <isdera> does the Shift key get treated differently? this is odd behavior
[05:00:17] <notostraca> isdera: what's your keyboard layout, is this desktop or android or iOS or what, etc.
[05:00:46] <notostraca> is num lock on or off when it normally isn't
[05:00:50] <isdera> actually I seem to have fixed it.
[05:01:07] <isdera> how come when you click a Scene2D button, everything else in the table kind of shifts slightly
[05:02:01] <notostraca> I haven't seen that happen, but it might be the button's style has a larger "button pressed" image size than "button not pressed"
[05:02:19] <isdera> im guessing thats what it is, I'm using the default skin though
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[12:14:58] <broesl> I need a hint: I got some NPCs as DynamicBody so I can move them around with an impulse in their natural habitat (a rectangle). How can I ignore the impulse when my player collides with an NPC?
[12:15:39] <broesl> when I set them as KineticBody an Impulse wont move them, and when I set their velocity to a fixed value they just go over their rectangle
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[14:01:50] <broesl> mhhh a possible solution would be to set the density of the npc to astronomical high values and then just apply a linearImpulse to move them around
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[14:38:07]
<ficolas> Hello, im getting this error when building the gradle projects in android studio (I was using eclipse, and now im switching to android studio and getting this error) http://pastebin.com/mdzACL11
[14:38:54] <ficolas> and in my manifest I have this <uses-sdk android:minSdkVersion="11" android:targetSdkVersion="24" />
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[15:08:28] <FrottyZ> ficolas: it's from the google ads manifest, as the path tells you
[15:08:34] <FrottyZ> do you even read errors or just paste them
[15:09:46] <FrottyZ> or maybe I was wrong
[15:09:51] <ficolas> the google ads manifest is the one with 9
[15:09:54] <ficolas> mine is suposed to have 8
[15:09:58] <ficolas> but it has 11
[15:10:03] <FrottyZ> try searching for the uses-sdk
[15:10:26] <ficolas> but in the manifest?
[15:11:47] <FrottyZ> no
[15:11:51] <FrottyZ> in your project
[15:11:55] <FrottyZ> there are multiple mentions
[15:12:07] <FrottyZ> e.g. android/build.gradle has minSdkVersion 8
[15:12:10] <ficolas> oh there is one in a gradle file
[15:12:11] <FrottyZ> did you adjust that
[15:12:13] <FrottyZ> yea
[15:12:19] <ficolas> no, didnt know it
[15:13:09] <FrottyZ> try it
[15:13:16] <ficolas> ok it works now, thanks
[15:13:55] <ficolas> "works" now im getting different errors but that was expected xD
[15:13:55] <FrottyZ> yw
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[16:45:46] <LyronDev> Any downsides to using Music objects instead of Sound objects for everything?
[16:45:58] <LyronDev> Music works on android correctly. Sound doesn't
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[16:49:45] <wulax> I think Music is streamed from file, while Sound is cached in RAM
[16:50:03] <wulax> so the latter has lower latency
[16:51:41] <LyronDev> Yes, i found that in the docs too. It's also said there that Music instances are "quite ressource heavy" and there shouldn't be more than a couple loaded at the same time
[16:51:46] <LyronDev> That's why i'm asking...
[16:52:59] <FrottyZ> LyronDev: correction: Your* sounds don't work on android
[16:53:24] <LyronDev> Maybe :D
[16:53:37] <FrottyZ> mine work
[16:53:59] <LyronDev> They do work. But playing multiple at the same time causes issues, because libgdx decides which sound instances are stopped when too many are playing
[16:54:18] <LyronDev> Furthermore i read, that more than 16 sounds at the same time can be problematic
[16:56:01] <mobidevelop> Libgdx surely does not decide which sound instances are stopped, the system does.
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[17:51:36] <FrottyZ> LyronDev: you should submit a fix
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[18:01:02] <kyr0_org> Hi, I'm new to libgdy :) Coming from Unity.. just wanna say hello ;)
[18:03:59] <wulax> hi kyr0_org
[18:09:59] <kyr0_org> Me and my college had a look on Unity for developing a location based game with AR etc. -- well, we are developers.. after a few days of drag & drop with Unity and clicking around in hundreds of sub-menus, we tried to debug the code via ADB. It crashed. And crashed... My god..; Now we took another look on game engines for Android/iOS -- And really: LibGDX is AMAZING!! Download, Code (no damn drag&drop ;)), very nice APIs and perfect
[18:10:37] <kyr0_org> Thank you for this great piece of software, we will build a PoC using it now :)
[18:10:53] <myke> yep
[18:11:02] <myke> i'm doing a libgdx transparent overlay on google maps
[18:11:16] <myke> can't imagine that'd be fun in unity, considering how much gluing together is involving
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[18:12:43] <kyr0_org> @myke ah cool, yep.. I implemented a PoC using UnitySlippyMaps.. well, it was a pain... ;)
[18:13:45] <kyr0_org> @myke Are you building this overlay using a spherical/elippsoid model, TileLayers etc.?
[18:14:20] <myke> nothing so tricky, my android launcher uses a stacked layout with the maps fragment in the lower layer and the libgdx fragment above it
[18:14:58] <kyr0_org> @myke Ahh, I see :) Well, a smart way to accomplish that! :)
[18:15:23] <myke> working so far
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[18:17:41] <kyr0_org> okay, see u soon I guess! :)
[18:17:51] <kyr0_org> bye and have a nice weekend
[18:18:13] <myke> good luck
[18:18:26] <myke> use gradle from the command line
[18:18:30] <myke> is my other point of advice
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[18:18:41] <myke> tons of ppl here struggling to do builds in intellij/eclipse
[18:20:33] <broesl> do you know how to automatically put the assets folder into the jar when i use gradlew desktop:dist?
[18:20:53] <kyr0_org> ah okay, good to be aware of that. I will take this in consideration :)
[18:21:07] <broesl> the wiki stats that only the assets from the android project are imported
[18:21:23] <myke> broesl: i just use android/assets for all assets
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[18:21:49] <myke> but android is my primary target so it's not unobvious
[18:21:51] <broesl> 🤔
[18:21:56] <broesl> yeah ok
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[18:39:06] <broesl> oh the assets are in the generated jar (altough not in the assets folder) but why doesn't gdx load the files from the classpath?
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[18:47:37] <myke> i'm a bit fuzzy on how the classpaths are overlaid, haven't studied the gradle files
[18:47:53] <Tomski> What is your issue broesl ?
[18:48:48] <broesl> My game starts and runs when I use the DesktopLauncher (and set working directory) but when i .\gradlew desktop:dist the jar file crashed upon loading a sprite
[18:49:04] <Tomski> Where are the assets, and how are you loading them
[18:49:07] <broesl> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: props/classes/npc/npc2.png
[18:49:17] <broesl> i load them using Gdx.files.internal(path)
[18:49:30] <broesl> and the assets are under the core project
[18:49:38] <Tomski> core/assets ?
[18:49:42] <broesl> yep
[18:49:45] <Tomski> So you dont have an android project?
[18:50:12] <broesl> and they are in the .jar although not under an assets folder but directly so .. jar-root/props/npc/...
[18:50:16] <broesl> i dont have one yes
[18:50:54] <Tomski> Gdx.files.internal("props/classes/npc/npc2.png") ?
[18:51:10] <broesl> yep
[18:51:21] <Tomski> Exactly the same case as the file?
[18:51:34] <broesl> wait
[18:51:35] <broesl> !
[18:52:24] <broesl> that was it, thank you .. i remember now why
[18:52:45] <broesl> a friend pushed the folder with a uppercase N
[18:52:55] <broesl> and git doesnt seem to rename them correctly
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