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[05:04:57] <jayhost> good ole hot shower to not feel like a sack of rusty bones. I really should see a chiropractor
[05:08:35] <DB219> I like hot showers
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[05:30:25] <jayhost> Oh yeah, they are a good thing
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[07:16:41] <TEttinger> https://raw.githubusercontent.com/tommyettinger/WarpWriter/master/samples/ShadedSpaceAtlasSmaller/ShadedSpaceSmaller.png
[07:16:50] <TEttinger> lotsa lil' spaceships
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[09:33:22] <smelc> hey there
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[09:35:44] <TEttinger> hey smelc
[09:35:47] <TEttinger> https://i.imgur.com/g1P82FF.gifv
[09:37:46] <LiquidNitrogen> https://pastebin.com/08Xn3DFs sample of 40,000 generated alien names
[09:39:56] <Ashiren> there should be Tomski
[09:40:54] <TEttinger> SPOD THE ALMIGHTY
[09:41:24] <TEttinger> how'd you make em?
[09:47:01] <LiquidNitrogen> markov
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[09:49:16] <[AD]Turbo> ciao all
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[10:12:31] <SuckyNoob> sup guys
[10:13:41] <TEttinger> hey SuckyNoob
[10:13:59] <SuckyNoob> what're u up to
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[10:24:43] <LiquidNitro> making mountains
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[10:41:40] <LiquidNitro> https://pastebin.com/j6cASk2v different names
[11:07:08] <TEttinger> what was your corpus, LiquidNitro?
[11:07:42] <LiquidNitro> 60 random names i wrote
[11:07:48] <TEttinger> gotcha
[11:08:06] <LiquidNitro> that first list though, was several hundred random names i found somewhere
[11:08:21] <TEttinger> oh ok
[11:09:23] <TEttinger> You dare enter the Dominion of Deep Xubrutarox?!
[11:10:20] <LiquidNitro> http://ralph.nuoj.com/alien.php from here to be more precise
[11:12:08] <TEttinger> heh, careware license
[11:12:29] <LiquidNitro> im not sure if running those through the markov produces better results than their lists.. but it kind of seems like it does
[11:12:37] <TEttinger> it does yeah
[11:12:52] <TEttinger> I mean the 60 names you hand-made
[11:13:41] <LiquidNitro> i mean the first pastebin, i ran a couple hundred of their results through markov to get it.
[11:13:57] <TEttinger> yeah, I think the second pastebin is better
[11:14:08] <LiquidNitro> the hand made ones are better also, but currently suffer from having ony 60 inputs
[11:14:22] <TEttinger> could use squidlib :D
[11:14:36] <TEttinger> I have a single-file version of this
[11:14:51] <TEttinger> it's pretty out of date
[11:15:03] <LiquidNitro> i just mash random things
[11:15:56] <TEttinger> https://github.com/tommyettinger/Finnegan/blob/master/Finnegan.java
[11:17:14] <TEttinger> Finnegan.SOMALI.sentence(3, 8) // can return "Libor cat naqoxekh dhuugad gisiqir?"
[11:17:47] <TEttinger> which is pretty darn close to the actual language Northern Somali
[11:18:08] <LiquidNitro> heh cool
[11:18:09] <TEttinger> ok, nn
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[14:57:51] <Hp72> How to detect that a motion event happened in any overlaying app over my libgdx game. Plateform : Android
[15:01:32] <Hp72> So basically, how to detect if the phone screen was touched and my game didn't receive the touch. PS : I have a stage shown always.
[15:02:06] <Ashiren> i find it unlikely to be able to detect that
[15:04:13] <Hp72> @Ashiren does libgdx use an android View ?
[15:12:17] <Hp72> I know how to make this for a "view", but libgdx project doesn't use views, it's under the hood, that's why I asked here, maybe there are people who know libgdx, I just started using it this week
[15:13:46] <Ashiren> hmm
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[15:46:51] <isdera> what are you trying to do exactly
[15:48:50] <isdera> why would you want to know if something was overlapping your game ?
[15:54:55] <Ashiren> who are you talking to
[15:54:56] <Ashiren> :O
[15:56:40] <isdera> hp72 obviously
[15:59:34] <Ashiren> which is gone
[15:59:48] <isdera> oh ! lol :P
[16:00:03] <isdera> I disabled notifications about people coming and going
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[16:12:41] <danut007ro> what does ColorAction.setColor() do? I don't seem to understand it, doesn't it sets the starting color?
[16:14:19] <Tomski> It sets the object to mutate
[16:14:49] <danut007ro> I want to fade alpha from 0 to 1
[16:15:18] <danut007ro> I called setColor() and setEndColor() but the Image appears with alpha 1 directly.
[16:15:37] <danut007ro> only by setting image's alpha to 0, and just calling setEndColor it works
[16:18:11] <danut007ro> looking at the begin() method, looks like it copies the values from the Color object I passed to setColor(). I think I'm still missing something :)
[16:20:48] <Tomski> pastebin your code
[16:22:01] <danut007ro> https://thepasteb.in/p/k5hY0qDEp2DUE here it is
[16:22:58] <danut007ro> as a side note, is method chaining a bad practice in java?
[16:26:01] <Tomski> no
[16:26:55] <Tomski> color.setColor
[16:27:02] <Tomski> That sets the target that is going to be mutated
[16:27:10] <Tomski> You just set it to a new instance of color that you dont hold onto
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[17:06:49] <ryanastout> method chaining is kinda lame when inheritance is involved because if a derived class doesn't override a base class's method, the base class's method will return a reference to the base type rather than the derived type and you can't chain further derived-only classes
[17:08:12] <Tomski> there is a time and a place for sure
[17:09:20] <ryanastout> https://pastebin.com/hEPjzJYk (this is what I was talking about)
[17:09:27] <ryanastout> but yeah, it's not like "bad"
[17:10:08] <ryanastout> Tomski: after some effort, I did end up getting depth-only cube maps working with es3
[17:10:15] <Tomski> nice
[17:10:18] <ryanastout> (maybe I said that yesterday, actually, if so sorry)
[17:10:20] <Tomski> why depth only?
[17:10:41] <ryanastout> I wanted to see if I could get pcf with point light shadows
[17:10:57] <Tomski> ah
[17:11:10] <ryanastout> so I'm using a samplerCubeShadow
[17:11:23] <ryanastout> which apparently does pcf sort of automatically in the fragment shader
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[17:13:11] <ryanastout> with samplerCubeShadow you can pass in a direction and a depth and then internally 4 samples are done on the cube and a float in [0,1] is returned indicating what fraction of the samples "passed" the depth test
[17:13:49] <ryanastout> but it took way longer than I thought it would so in retrospect it was maybe not the best use of time
[17:16:44] <ryanastout> is it worthwhile submitting for review if it's es3+ ? I guess maybe not, but figured if others wanted it it might help save some time
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[18:06:44] <gerds0n> i feel kinda embarassed, but i am too stupid to to draw an pixmap on another pixmap inversing it on the y axis
[18:06:45] <gerds0n> result.drawPixmap(pixmap_box, 0, 0, width, height, 0, height, width, -height);
[18:06:50] <gerds0n> what am i doing wrong there?
[18:07:06] <gerds0n> :D
[18:11:38] <jayhost> You probably just do a texture.flip(false,true) x y
[18:11:45] <deployed> why height is negative?
[18:12:46] <jayhost> That is their theorized method of flipping
[18:12:58] <gerds0n> not creating a texture out of it
[18:12:59] <gerds0n> result.drawPixmap(pixmap_box, 0, 0, width, height, 0, 0, width, height);
[18:13:03] <gerds0n> this works as expected
[18:13:09] <gerds0n> but I wanna inverse it on the y axis
[18:13:58] <jayhost> widtht,height, flipx,flipy
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[18:14:55] <jayhost> draw(Texture texture, float x, float y, float width, float height, int srcX, int srcY, int srcWidth, int srcHeight, boolean flipX, boolean flipY)
[18:15:28] <gerds0n> iam not drawing a texture!
[18:15:34] <gerds0n> iam just creating the pixmap to save it into a png
[18:16:15] <deployed> https://pastebin.com/fKJ0Tgnd
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[18:17:51] <gerds0n> thanks, this works - but it needs to create another instance
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[18:17:58] <gerds0n> wondering why i can't get it working with the drawPixmap method
[18:18:24] <deployed> because it doesn't have parameter to do so in the method?
[18:18:25] <gerds0n> ahh no, it's fine this way, thanks
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[18:19:26] <gerds0n> yes, but e.g., the batch.draw(...) method can draw stuff y down this way without even using boolean flipX / flipY flags, by using -height
[18:19:29] <gerds0n> as i tried with drawPixmap
[18:20:20] <deployed> the batch doesn't flip the stuff, it just iterates it backwards while drawing
[18:20:30] <deployed> actually if you want to save the image you could do that as well
[18:21:07] <gerds0n> was going to use PixmapIO.writePNG
[18:21:12] <gerds0n> I think it does not have a method for flipping
[18:21:39] <gerds0n> ahh
[18:21:40] <gerds0n> it has
[18:21:41] <gerds0n> :D
[18:22:13] <deployed> sweet
[18:22:58] <gerds0n> sometimes i feel like a fucking genius...and sometimes like i started coding yesterday
[18:23:59] <jayhost> common
[18:27:08] <jayhost> Can flip with spriteBatch with y+height, - height
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[19:33:36] <DranikProgrammer> Hi guys
[19:33:42] <deployed> Hello
[19:34:49] <DranikProgrammer> I had been using one FrameBuffer and everything is okay... Then I created another one after my first. It seems like only the last framebuffer I created seems to work. https://ideone.com/1nZ3g5
[19:40:42] <jayhost> oh hai mark
[19:46:53] <[twisti]> i didnt hit her! i did not!
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[19:56:19] <jayhost> funny everytime :D
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[20:06:04] <ryanastout> DranikProgrammer: what you pasted doesn't contain enough information to really be able to help
[20:06:28] <ryanastout> you're not showing how you're trying to use this class or what error you're getting etc
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[20:36:10] <Frotty> DranikProgrammer: You should be using libgdx Framebuffer
[20:36:16] <Frotty> not sure why you aren't ?
[20:36:29] <Frotty> If you require custom paramaters, use FrameBufferBuilder
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[21:19:57] <ryanastout> there are some reasonable things to do with frame buffers that aren't directly supported, so depending on the goal framebufferbuilder potentially wouldn't have been feasible
[21:20:14] <ryanastout> but in a lot of cases, yeah, using the gdx framebuffer wrappers is a lot easier
[21:23:11] <Frotty> ryanastout: not in his sample :D but he didnt answer at all, so who knows
[21:23:31] <Frotty> what isn#t supported by the builder?
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[21:53:46] <ryanastout> the builder doesn't let you make a depth-only cube map
[21:54:12] <ryanastout> there are probably other things, too, but that's the only one I've tried to make that it didn't support so far
[21:54:43] <ryanastout> but yeah, hard to say what he/she was trying to do
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   February 1, 2018  
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