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[00:56:01] <lukass> hey is it possible to identify the power of user's hardware? For example to setting up the default graphic options in a more suitable way?
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[01:13:08] <notostraca> lukass: are you imagining dragon ball z right now?
[01:13:19] <notostraca> what's the scouter say about his graphics level?
[01:14:34] <lukass> notostraca I'm not a native
[01:14:50] <notostraca> it was an anime and a meme
[01:15:56] <notostraca> there's no accurate way of gauging hardware "power" that I know of. especially since the user could be multitasking, and close some windows or open more partway through your game
[01:16:16] <lukass> hmm okay
[01:16:28] <lukass> I found something called SIGAR
[01:16:38] <lukass> system information gatherer and reporter
[01:16:40] <lukass> a lib
[01:17:04] <notostraca> you can probably use some hideous API associated with one of the graphics card manufacturers to get things like the number of compute units and what frequency they're (currently) clocked at
[01:17:37] <notostraca> (but that won't tell you if they're currently busy playing CoD in another window)
[01:17:51] <lukass> ah I see
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[01:18:02] <lukass> okay but thanks :)
[01:18:30] <notostraca> intel makes integrated graphics that are common too. AMD makes integrated and discrete graphics and you may also find APUs out there
[01:19:02] <Xoppa> why not render a complex frame, see how it takes and if takes too long then use a less complex setup?
[01:19:21] <notostraca> yeah, that's a pretty good approach
[01:19:30] <lukass> yes good idea
[01:19:44] <notostraca> you may want to keep JIT compilation in mind though, the first time a method runs it's slower
[01:19:47] <notostraca> (first 2000 or so runs)
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[01:20:36] <Xoppa> nah if you are cpu limited then you should change your code ;) gpu dont use jit
[01:21:05] <notostraca> true, I guess. it could throw off measurements though
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[01:21:30] <notostraca> interpreted mode is much slower
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[03:01:34] <Burny1234> Hi guys is it possible to use the method .getFrameBufferPixels() on a custom fbo instead of the default one?
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[03:14:43] <FrottyZ> Burny1234: yes
[03:16:14] <Burny1234> Nice any idea how i could do that?
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[04:07:51] <Burny1234> got it
[04:34:54]
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[06:04:31] <WickedShell> I have a ImageTextButton in a table, when I set the minWidth on the cell to something that is roughly 2x the preffered size, the cell sizes correctly, but the imagetextbutton is centered. Calling left on the cell doesn't realign it. Is anyone familiar with why this might be happening?
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[06:40:20] <WickedShell> fixing the text alignment on the label inside the imagetextbutton was the problem
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[07:43:53]
<Sanic> Hey guys I'm following Brent Aurelis guide on YouTube (Recreating Flappy Birds) and can't work out why States contains an instance of GameStateManager when GameStateManager contains a Stack of States? http://pastebin.com/x8qqJKdG
[07:46:06] <notostraca> Sanic, hey. this is a topic I am getting better at explaining, since it comes up often
[07:46:26] <notostraca> let me check the code real fast
[07:46:51] <Sanic> Thanks, I'm not sure if I provided enough.
[07:46:57] <Sanic> I've managed to get myself confused
[07:46:58] <Sanic> :p
[07:49:19] <notostraca> oh, that's plenty. the main thing is that there's only one GameStateManager, and there's a reference to it in each State so that State can know what's handling it (like if a State is a level, then beating the level needs to be able to tell the GameStateManager that you should go to the level select State)
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[07:49:51] <notostraca> it isn't copying the GameStateManager (I'll just type GSM now)
[07:50:11] <Sanic> OH
[07:50:34] <Sanic> Someone on #Java just told me it's a reference too. I had suspicions but never googles java pointers and stuff
[07:50:38] <Sanic> Thank you :D
[07:50:57] <notostraca> this is one of those things that gets glossed over in Java courses and then at some point comes back to bite you
[07:51:32] <Sanic> The fact that there's no defining if something is a copy or a reference?
[07:53:21] <notostraca> almost everything on the JVM can work like this, where you share a reference instead of making your own copy. the confusing part is that not all parts do. in general, the types (byte, short, int, long, float, double, char, boolean) are primitives, and work differently. everything else, including arrays of any type, is a "reference type"
[07:54:40] <Sanic> Oh okay o.o
[07:54:43] <notostraca> primitives work more as you'd expect, usually, for numbers. like you can't reassign the number 2 to be 20, and change every time the number 2 is used. but your reference to that one GSM changes what every State sees of it whenever that GSM is changed
[07:55:20] <Sanic> Ah okay
[07:57:28] <notostraca> there's general craziness that Java has gotten itself into where it has int, long, double, and so on, but also Integer, Long, and Double. the capitalized ones are "boxed", and are reference types that contain only a single primitive. you need reference types in generic types like HashMap<Double, Long>, you've probably noticed that you can't make a HashMap<double, long>
[07:58:32] <Sanic> I haven't yet, this is my first Java stuff ever, came from c++. (Where I can use &/* and stuff)
[07:59:03] <notostraca> ah ok, then just think of all reference types as being preceded by & I think, and dereferenced when used
[07:59:48] <Sanic> Can I use */& in Java?
[08:00:05] <notostraca> if you haven't run into a NullPointerException yet, be aware you will, but despite the name there's no direct access to pointers in Java
[08:00:17] <Sanic> Ah okay
[08:00:23] <Sanic> This will take some time getting used to :p
[08:00:33] <notostraca> yeah, it's a definite hurdle
[08:00:55] <Sanic> So also
[08:01:33] <Sanic> GSM is passed down into states, so I have access to the "root" GSM from within the states right? It's not dereferenced or anything? (If I'm using that term correctly)
[08:02:43] <notostraca> yeah, I am really rusty on C/C++ terms but I think a pointer or reference is the right term. there is indirection, but it's handled automatically
[08:03:21] <Sanic> I should be good (for a while) thanks :D
[08:04:45] <notostraca> you're essentially passing the memory address of the root GSM to all the states, as opposed to shoving the whole GSM in there with all its contents. and since the address is a number, just like a pointer, you can pass it really easily to other States or other objects as long as you don't need two GSMs updated separately.
[08:04:54] <notostraca> (which I don't think is ever the case)
[08:05:57] <notostraca> also, bitwise stuff works in Java too, and yes it's still good
[08:06:36] <notostraca> (no unsigned types, but we have a special operator not in C++ that acts like >> between two unsigned numbers in C++, it's >>>)
[08:08:11] <notostraca> err, oddly there's one unsigned type; char is 16-bit unsigned and can, I kid you not, be used as a numeric type despite the frequent claim that there are no unsigned types in Java
[08:13:36] <Sanic> hahah
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[09:17:29] <notostraca> 870 day streak too
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[09:25:00] <cackling_grandma> you mean 870 days of continuous upload or 870 before you do it again?
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[09:44:46] <notostraca> 870 days of committing something every day
[09:45:37] <cackling_grandma> wow you're dedicated
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[10:02:10] <[twisti]> notostraca: ever heard of vacations ?
[10:02:27] <[twisti]> cackling_grandma: that guy uses my eclipse theme!
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[13:03:14] <meisterfuu> with a spritebatch in libgdx
[13:03:23] <meisterfuu> the silhouette i mean
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[13:19:45] <cackling_maidens> tint everything to zero I think
[13:20:23] <cackling_maidens> just a wild guess, cannot open that link
[13:20:33] <cackling_maidens> twitter blocked in vietnam :D
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[13:27:45] <meisterfuu> only the part of the sprite that is behind the other sprite is rendered as a silhouette
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[16:52:56] <kyr0_org> Hi :)
[16:53:34] <kyr0_org> I'm new to LibGDX.. but I already wrote the basic building blocks of my game..
[16:54:05] <kyr0_org> Now I came across the issue of up-scaling the scene2d widgets on phones
[16:54:32] <kyr0_org> When I was looking for solutions, I found VisUI
[16:54:43] <kyr0_org> Do you think it's the way to go?
[16:55:31] <kyr0_org> I know, VisUI also comes with a lot of additional features and its own skin definition language
[16:56:34] <Tomski> What issue?
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[16:57:29] <kyr0_org> Second question of mine is: I think it's a better idea to down-scale UI's instead of up-scaling them. I was thinking about designing my UI skin's widget graphics in SVG, save them in 4x-scale and scale them down for low density devices. This way the UI should look crisp?
[16:58:14] <kyr0_org> But I'm not sure about the scaling algorithm used, haven't had a look at it
[16:59:00] <kyr0_org> @Tomski: I used the default size/dimension settings of scene2d widgets and they appear very small on my Samsung S5
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[16:59:20] <kyr0_org> because the high density of the screen
[16:59:21] <Tomski> You should size them appropriately in a way that is independent of the device resolution
[17:00:06] <kyr0_org> Yep, what I'm actually doing now is: Math.round(px * Gdx.graphics.getDensity());
[17:01:32] <Tomski> that would give you different relative sizes on differently sized devices that share the same density
[17:01:46] <kyr0_org> This is fine; now the UI skin applied has to have much "bigger" base images than the most Skins I found have (their images for buttons are e.g. 100x20px) -- if I scale them up like that (resulting in: 400x80) they look blured
[17:01:55] <kyr0_org> @Tomski
[17:01:57] <kyr0_org> yep
[17:02:03] <kyr0_org> Thats one of my problems :)
[17:02:15] <kyr0_org> Is there a proven "best practice" to follow?
[17:02:17] <Tomski> I would use density
[17:02:41] <Tomski> Provide different assets for different device resolution boundaries to avoid the big upscaling/downscaling
[17:02:53] <Tomski> And use ninepatches wherever you can
[17:03:32] <Tomski> wouldnt* use density
[17:04:10] <kyr0_org> Okay
[17:04:36] <kyr0_org> Would you also design different Screens for landscape/portrait?
[17:04:49] <kyr0_org> Or put the logic on a switch in one class?
[17:06:27] <Tomski> Logic for what?
[17:06:40] <kyr0_org> For example: Android device, Login screen, perspective changes from portrait to landscape. I can react on that because of the resize() call. Delegate to another class or change the already existing UI widgets layout in the same class?
[17:07:16] <kyr0_org> Basically: LoginScreenLandscape, LoginScreenPortrait vs LoginScreen (containing all the logic)
[17:08:09] <kyr0_org> I would, for example, reduce padding values, change the width of TextFields, chnage the height of the logo etc. on perspective change
[17:08:51] <Tomski> Up to you, however you like designing
[17:10:30] <kyr0_org> Fine :) Is there a tool that I could use to Build my scene2d skins -- or as an alternative: is there a tool that I could use to build VisUI skins? I can write the atlas JSON for sure, but a tool would save some time..
[17:11:54] <Tomski> As in build individual widgets? Or the layout also?
[17:16:37]
<rifter> Hi @Tomski, just wanted to make sure you have the chance to have a look to a new Label scaling PR before 1.9.5 to close all Label scaling related issues on this release. Please feel free to contact me through here if you prefer for any question. https://github.com/libgdx/libgdx/pull/4382
[17:21:18] <kyr0_org> @Tomski Only the widgets individually; to "generate" the atlas file
[17:21:50] <Tomski> I think there are some skin editors out there, I havent used them though
[17:22:04] <Tomski> Prefer to just design outside
[17:22:32] <kyr0_org> @Tomski Okay, I read about nine-patches. I wasn't aware of them before. Is there support for them (auto-detection etc.) in TexturePacker?
[17:22:57] <kyr0_org> @Xoppa sorry, my fault, I meant the JSON
[17:23:13] <Tomski> They are autodetected by TexturePacker
[17:23:19] <kyr0_org> perfect! :)
[17:25:06] <kyr0_org> So in case of that I design a background for a Button, for example, I could provide just a button_background.9.png and it would scale nicely?
[17:25:26] <kyr0_org> (after the TexturePacker processing, for sure)
[17:27:25] <Tomski> Depends how you design the patch
[17:28:10] <Tomski> You can use the nine patch editor from the android sdk to test it
[17:28:47] <kyr0_org> okay, but can I expect the results to look like Android's draw9patch preview?
[17:29:09] <Tomski> IDEA/Android studio also picks them up so you can see in the IDE what they will look like scaled
[17:29:12] <Tomski> yup
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[17:29:27] <kyr0_org> @Tomski great :)
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[17:32:22] <rifter> @kyr0_org Ninepatches will help you to save atlas size and give you versality for creating buttons/other elements with different sizes without the need to have separate textures for each of them but probably won't save you from the need to have different atlas for device different resolution.
[17:32:24] <kyr0_org> Okay, so this is all fine! :) One last question: Is there a good way to overlay the rendering of a 3d perspective camera with a scene2d screen? What I mean is: A scene2d based UI (buttons, menus) to be displayed like "orthogonal" on top of true OpenGL 3d scene
[17:33:10] <kyr0_org> read: "In game menu"
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[17:34:11] <kyr0_org> @rifter: Okay, I see, there is a bunch of work for me to do ;)
[17:35:29] <Tomski> Sure you just render it after your 3d scene
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[17:39:38] <kyr0_org> @Tomski Okay, at the moment I'm using Game.setScreen() to set the screen. To accomplish the "rendering screen after 3d scene" I would then override the Game's render() method and call the render() methods of both "scenes" there?
[17:40:13] <Tomski> If you want to keep the rendering of your 2d ui in a separate screen youd have to
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[17:41:04] <kyr0_org> Yes, I would prefer to have that separated :) Okay, I will try. Thanks for you time and help!
[17:41:05] <Tomski> I use screens sparingly to distinguish between different points in the game. LoadingScreen/Main Menu/Game
[17:41:26] <Tomski> If I want to isolate something like UI rendering, I just isolate it, but I dont use a screen Object
[17:41:44] <kyr0_org> Hmm, I see... maybe you are right
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[17:44:12] <kyr0_org> I already seperate the game by screens like: Main, Level etc. -- I could also seperate the rendering logic of the 2d menu code inside of the same screen. Makes no big difference but saves me the pain of inventing a new abstraction layer ;)
[17:48:15] <kyr0_org> Btw.. this nine patch, TexturePacker, multi-altas for different resolutions and density etc... I don't know, but we already have TrueType for the on-the-fly bitmap font generation. Why not designing the widgets/textures as vector graphics / SVG and rendering them as bitmaps according to the screen resolution on the fly (while game loading). Most games won't have so many assets.
[17:54:57] <kyr0_org> Well, I could also just use Apache Batik to generate the PNG assets out of SVG files in different resolutions and pack them using TexturePacker afterwards..
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[18:15:03] <ficolas> Why does android studio take way longer to launch an app than eclipse? T_T
[18:15:24] <ficolas> eclipse took like 20-30 secs, while android studio is taking up to 3min
[18:15:45] <Tomski> Both of those times are crazy
[18:15:49] <Tomski> What are you running on?
[18:16:05] <ficolas> petium 2000
[18:16:12] <ficolas> pentium
[18:16:52] <ficolas> what do you mean? my computer isnt that bad :c
[18:17:57] <ficolas> the gradle build in android studio takes 2:30min
[18:18:12] <ficolas> and it seems to be building everything everytime it launches
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[18:20:25] <Tomski> You should use instant run
[18:20:48] <Tomski> Unless you are testing android specific things, you should just use the desktop project to test
[18:21:24] <ficolas> im testing android specific things
[18:21:35] <ficolas> im currently implementing the google play services to the game
[18:23:17] <ficolas> is it possible to make it so that gradle doesnt build everytime?
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[18:26:51] <ficolas> ohhh
[18:26:54] <ficolas> thanks
[18:27:33] <ficolas> it still takes longer than with eclipse for some reason, as the apk installation takes longer, plus once the apk has installed there is a black screen for like 10seconds the first time I run the app
[18:27:47] <ficolas> but its not way less now
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[18:33:35] <meisterfuu> short question: can i write to the depth buffer with a sprite batch?
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[18:34:44] <meisterfuu> or: does this work with gl2 or 3?
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[18:38:29] <Xoppa> sure, it´s even the default (to write to the depth buffer with a sprite batch)
[18:39:23] <Xoppa> but you probably want to change the shader to discard fragment with an alpha value below a certain threshold meisterfuu
[18:41:04] <Xoppa> then modify it to discard the fragment and use that as the shader for your spritebatch
[18:41:29] <Xoppa> you can use it for normal rendering as well, so no need to switch shader inbetween
[18:41:40] <meisterfuu> thanks, I will look into it
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[20:55:10] <broesl> is there a big performance impact if I hold all my entrances (dungeon, house, ...) as rectangles and check in the render method if my dungeonRectangle contains the player?
[20:55:21] <broesl> or should I add them using box2d and add a contactlistener?
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[21:04:34] <meisterfuu> that should be ok
[21:04:54] <meisterfuu> depending on the number of checks per frame
[21:05:25] <meisterfuu> box2d sounds like overkill for this
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[22:08:06] <zymo> when doing a player animation or something, would you use a stitched image of all the frames or what?
[22:08:21] <myke> up to you
[22:08:46] <zymo> is there something to only draw part of the stitched image?
[22:08:48] <myke> i'd probably just use individual images, packed as usual
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[22:08:57] <myke> never done that
[22:09:13] <zymo> i guess ill just use seperate images
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[22:40:46] <meinteil_> My app installs 3 icons (why 3!?), if I start and restart it from one place it always continues where it left off but if i start it from another icon it restarts the app. Why is this and how can I fix it? It seems it runs more than one instance of the app which is bad.
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[22:55:12] <zymo> anyone here use ashley?
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[23:15:43] <meinteil_> My app installs 3 icons (why 3!?), if I start and restart it from one place it always continues where it left off but if i start it from another icon it restarts the app. Why is this and how can I fix it? It seems it runs more than one instance of the app which is bad.
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[23:18:22] <notostraca> meinteil_, sounds strange. this is on android?
[23:18:39] <meinteil_> yes
[23:18:55] <meinteil_> i only have one activity that maunches
[23:18:57] <meinteil_> launches
[23:19:07] <Tomski> did you change your manifest?
[23:19:37] <notostraca> zymo: the normal way is to use Animation, a libGDX class, and that can take advantage of some special behavior in texturepacker to have each frame of an animation have a sequential index
[23:19:49] <meisterfuu> zymo, yes i use ashley
[23:20:23] <meinteil_> android:launchMode="singleTop"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter>
[23:20:48] <meinteil_> @Tomski: ^^ yes have singleTop but does not help.
[23:21:35] <Tomski> meinteil_: thats the only thing you changed in the manifest?
[23:21:48] <meinteil_> not sure dont remember
[23:22:06] <meisterfuu> meinteil, thats sound like you changed the package name, so it doesnt replace the app on install
[23:23:34] <meinteil_> meisterfuu: i removed the app before the install
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[23:25:02] <zymo> im working on my own animation classes
[23:25:50] <zymo> i currently have a sprite component that holds different arrays for different angles of animation, but i want a spriteSystem to determine which array to use
[23:25:53] <zymo> how do i do that?
[23:27:02] <Lestat> hello
[23:27:02] <zymo> and can that system take information from other components that same entity has
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[23:30:35] <Lestat> why hasnt been a release in 2 months
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[23:33:02] <Xoppa> not much changed Lestat
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[23:37:42] <Lestat> I see
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