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   March 6, 2018  
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[00:00:10] <samort7> Tettinger: wow, that's dirty
[00:00:12] <Tomski> You'll have to persuade mario to let us change it
[00:00:31] <TEttinger> is mario badlogic?
[00:01:01] <samort7> TEttinger: Yea - https://twitter.com/badlogicgames
[00:01:25] <TEttinger> zechner!
[00:01:52] <samort7> "The Zech"
[00:03:02] <LiquidNitrogen> a lot of forum type things end up like that, broken links and missing images
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[00:04:29] <samort7> Yea. There's a lot of games I can think that really do well to show off the framework
[00:04:39] <samort7> http://store.steampowered.com/app/396480/Battlevoid_Harbinger/
[00:05:41] <Tomski> Last time I had a conversation about it, the reason for not doing it was to give some people priority over others
[00:07:00] <samort7> http://store.steampowered.com/app/249630/Delver/ | https://play.google.com/store/apps/details?id=com.orangepixel.spacegrunts&hl=en | http://store.steampowered.com/app/625740/Rifter/
[00:07:09] <samort7> Those would all be great candidates for front-page spotlight
[00:07:13] <LiquidNitrogen> giving successful games priority on the libgdx showcase isnt going to hurt the discoverability of someones flappybird clone
[00:07:24] <samort7> LiquidNitrogen: too true
[00:07:27] <Tomski> LiquidNitrogen: its not my opinion
[00:07:57] <samort7> I really want to see the framework to grow. It has so much to offer, but its gotta be presented in a way that's appealing
[00:08:33] <samort7> Especially when it's doesn't have a fancy UI like GameMaker, Unity, etc.
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[00:16:54] <Tomski> Best bet is for someone to just make it, do a good job and show it off
[00:20:00] <jayhost> Priority!!!!!! I smell corruption
[00:34:57] <samort7> +1
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[00:35:23] <jayhost> lol /sarcasm oops
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[03:43:48] <new> I'm looking for Japanese 8-bit English font, some idea?
[03:43:56] <new> im new
[03:45:19] <jayhost> sorry you have to have subscription
[03:46:10] <new> ok ty
[03:50:18] <SuckyNoob> all hail new!
[03:50:29] <SuckyNoob> *sprinkles dust on head*
[03:52:38] <jayhost> *poors diet coke in mouth* This is a hazing
[03:52:43] <SuckyNoob> lol
[03:54:28] <SuckyNoob> hmm need to think of things similar to the idea of Goblin Tribes, and Bandit clans
[03:54:49] <SuckyNoob> semi organized groups of monsters/enemies
[03:57:04] <jayhost> new you can find different solutions. It's not something I've done. https://github.com/libgdx/libgdx/issues/1589 https://web.archive.org/web/20170501220235/http://www.cocos2d-x.org/wiki/Text_Labels
[03:58:54] <jayhost> SuckyNoob here's a tweet I made, it's a pretty stupid joke. https://twitter.com/JadenHorst/status/953166510637375488
[03:59:12] <TEttinger> new: I've made some distance field font versions, I'd check fontstruct
[04:00:35] <SuckyNoob> i like them lol
[04:00:45] <SuckyNoob> those for the game youre making?
[04:01:00] <jayhost> It's from the original spelunky, I have a half assed clone of the game made in libgdx
[04:02:10] <TEttinger> this one has katakana https://fontstruct.com/fontstructions/show/157866/pureprog_12_5x8_pixel_mono_normal
[04:02:12] <SuckyNoob> oh ive never played that
[04:02:32] <jayhost> you can play original here http://tinysubversions.com/game/spelunky/
[04:03:28] <SuckyNoob> cool ill check it out later
[04:03:33] <SuckyNoob> made with game maker eh
[04:03:47] <SuckyNoob> i never did try game maker
[04:04:02] <SuckyNoob> wouldnt want to spend 100$ on something I most likely wont use th
[04:04:41] <SuckyNoob> not sure if its the same company but when I was a kid I had a floppy disk and the software was called Game Maker, for DOS
[04:04:43] <jayhost> Me either. Game Maker Studio is free and there is a port of Spelunky to it. Also there is an open source version of GameMaker 8 or whatever the original spelunk was made in
[04:05:54] <SuckyNoob> oh i didnt know it was free
[04:05:55] <jayhost> Good question. Turns out it's not. https://en.wikipedia.org/wiki/Gamemaker
[04:06:14] <jayhost> To previous. Game Maker Studio is ffree
[04:06:37] <SuckyNoob> this is the one
[04:06:38] <SuckyNoob> https://en.wikipedia.org/wiki/Game-Maker
[04:06:57] <SuckyNoob> lol i had no clue what i was doing tho
[04:07:56] <jayhost> Same. Game maker (new) is pretty lame imo but people have been successful with it. It's basically just attaching .GM scripts to all the different entities
[04:08:50] <SuckyNoob> ya im not so good with that scripting stuff
[04:08:54] <SuckyNoob> or dynamically typed
[04:08:58] <SuckyNoob> like with godot
[04:09:19] <SuckyNoob> i cant follow what im doing without scope brackets etc {}
[04:09:20] <SuckyNoob> lol
[04:10:30] <jayhost> GM scripts are scoped actually
[04:12:19] <SuckyNoob> oh
[04:12:40] <SuckyNoob> well maybe eventually ill buy the 99$ version and try it out
[04:12:50] <SuckyNoob> if i have extra money
[04:12:51] <jayhost> lol no
[04:13:25] <SuckyNoob> lol
[04:13:47] <SuckyNoob> hmm this is hard
[04:14:02] <SuckyNoob> only got Ogre Bands/Band of Ogres on top of the other two
[04:17:10] <SuckyNoob> vampire covens
[04:17:17] <SuckyNoob> lol
[04:18:13] <jayhost> Throw in all the cliches
[04:19:21] <SuckyNoob> lol ya whers a big list of them
[04:19:26] <SuckyNoob> tvtrops is all kinda broken up
[04:20:05] <SuckyNoob> ah wait im going about it the wrong way
[04:20:19] <SuckyNoob> I just need to find a list of words like band and clan etc and then match them with creatures
[04:24:26] <SuckyNoob> oodles lol
[04:24:33] <SuckyNoob> Oodles of Ogres
[04:44:29] <jayhost> lol ya
[04:47:42] <jayhost> Tet probably has a spreadsheet somewhere but this will do for now https://en.wikipedia.org/wiki/List_of_legendary_creatures_by_type
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[04:51:17] <SuckyNoob> ah ya thats a good list
[04:51:29] <SuckyNoob> used the thesaurus too
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[05:33:36] <TEttinger> mwahaha
[05:33:51] <TEttinger> coveys of hags
[05:34:08] <TEttinger> clutches of hatchlings
[05:34:20] <TEttinger> flocks of harpies
[05:35:10] <TEttinger> good (weird) creatures: aitvaras, peryton, baku, penanggalan, mbolo-mbembe
[05:35:56] <TEttinger> all of H.P. Lovecraft's original work is in public domain in US
[05:36:08] <TEttinger> since he's long dead
[05:36:22] <TEttinger> some other authors wrote key parts (hastur), so that isn't PD
[05:36:50] <jayhost> Ahh it's a Morgen of Succubi
[05:37:05] <TEttinger> harem or orgy of succubi
[05:37:26] <jayhost> lol
[05:38:11] <SuckyNoob> lol
[05:38:43] <TEttinger> all succubi turn out to be lesbians who are primarily interested in equality before demon law. summoning multiple succubi always summons some that are already scissoring though, not that effective
[05:38:53] <TEttinger> I mean, effective at some thingss
[05:38:58] <SuckyNoob> haha
[05:39:42] <TEttinger> similarly, all incubi are gay and really like magic leather armor
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[05:40:07] <SuckyNoob> lol
[05:41:47] <TEttinger> if you want thith ultimate leather +99 armor of all-rethithtanthe, babe, I'm gonna need you to thign your thoul over to me. them'th the breakth!
[05:42:30] <TEttinger> it looks like a single pair of assless chaps, but the stats do indeed indicate that it resists everything
[05:42:54] <SuckyNoob> haha
[05:43:10] <SuckyNoob> aha
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[09:24:03] <TEttinger> how goes forest living, LiquidNitrogen?
[09:25:31] <LiquidNitrogen> red alert! bear attack!
[09:25:37] <LiquidNitrogen> man the cannons!
[09:28:24] <TEttinger> bear vs. tiger http://digg.com/video/sloth-bear-vs-tiger
[09:39:21] <LiquidNitrogen> minecraft villagers look like squidward
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[09:47:11] <[AD]Turbo> hi there
[09:50:47] <bomb> hi
[09:53:28] <jayhost> heyo
[09:55:51] <TEttinger> well, great googly boogly, wow. 130435 seconds later, this RNG passes with no failures and no anomalies
[09:56:04] <TEttinger> that's never happened to me once
[09:56:08] <TEttinger> now it has
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[10:03:56] <LiquidNitrogen> that calls for a celebration
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[10:18:01] <TEttinger> public static long determine(long s) { return (s = (s = ((s *= 0x6C8E9CF970932BD5L) ^ s >>> 25) * 0x2545F4914F6CDD1DL) ^ ((s << 19) | (s >>> 45)) ^ ((s << 53) | (s >>> 11))) ^ s >>> 25; }
[10:18:05] <TEttinger> yes it does
[10:18:46] <TEttinger> I imagine this thing is slow as molasses without hotspot kicking it in the pants
[10:19:26] <TEttinger> but there are two sections in there that look slow but JIT to one intel assembly instruction (also present on AMD)
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[10:34:50] <ChaseWaylon> how can i set no filters for texture atlas?
[10:35:35] <TEttinger> how are you making the texture atlas?
[10:35:50] <ChaseWaylon> if i prepare images same rez as device screen and set filter: Nearest, Nearest image gets pixelated
[10:36:01] <ChaseWaylon> with GDX texture packer
[10:36:02] <TEttinger> nearest is no filter
[10:36:27] <TEttinger> you have a high DPI phone.
[10:36:37] <Tomski> You always have texturing, there is no option for no filter
[10:36:43] <ChaseWaylon> no, image is 225px width and it takes 225px on screen pixels
[10:36:46] <ChaseWaylon> still gets pixelated
[10:36:46] <Tomski> texture filtering*
[10:37:09] <TEttinger> what phone...
[10:37:18] <ChaseWaylon> phone rez 720x1280
[10:37:33] <TEttinger> what phone model/manufacturer...
[10:37:37] <ChaseWaylon> note 2
[10:37:44] <ChaseWaylon> samsung galaxy note2
[10:38:13] <ChaseWaylon> what i am trying to say. filters are min, mag . what if texture doesnt need minification nor magnification?
[10:38:33] <ChaseWaylon> why it still changes and looks different from original image
[10:38:54] <Tomski> because you dont draw pixels
[10:39:06] <ChaseWaylon> what do you mean?
[10:39:49] <Tomski> Opengl isnt in the drawing 2d grid of pixels game
[10:40:33] <TEttinger> it should look a little less than one inch wide, that phone has 267 ppi. you're probably drawing at some larger size, or skewed/rotated somehow, or just not at an integer position
[10:40:38] <Tomski> In the case of spritebatch, it draws triangles and samples texels (differently depending on filtering mode) to find the appropriate colour for fragment
[10:40:55] <Tomski> Perhaps take a screenshot on your phone and upload it?
[10:41:18] <TEttinger> normally it's pressing both buttons on opposite sides
[10:41:28] <Tomski> If you are drawing at a fake pixel perfect perspective, you shouldnt see any artifacting
[10:41:40] <TEttinger> notsure if note 2 is different for screenshot
[10:41:59] <TEttinger> also post original image
[10:42:02] <Tomski> Power button and home button apparently
[10:42:36] <ChaseWaylon> it looks like a mag filter is applied, when i change mag to Linear it comes out ok
[10:42:52] <ChaseWaylon> i will make screenshots after lunch :) see ya
[10:42:58] <ChaseWaylon> and thanks
[10:43:01] <TEttinger> then you are drawing at a larger size
[10:43:12] <ChaseWaylon> i am drawing at same size exactly as original img
[10:43:20] <TEttinger> not if mag does anything
[10:43:57] <TEttinger> there may be something in the lib code or on that phone's hardware
[10:44:37] <TEttinger> many phones (almost all iPhones) will use a fake low resolution and internally use a superhigh resolution
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[13:24:54] <ChaseWaylon_> batch.draw(btnBlue); inside actor class and Image blueBtn = new Image(btnBlue); both put texture region on screen, but Image is blurry
[13:25:06] <ChaseWaylon_> what makes the difference?
[13:27:07] <ChaseWaylon_> oh nevermind, I had different texture atlases lol
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[13:50:18] <wheeler> quick help on mac OS suitability
[13:50:19] <wheeler> https://rover.ebay.com/rover/0/0/0?mpre=https%3A%2F%2Fwww.ebay.co.uk%2Fulk%2Fitm%2F263521208385
[13:50:27] <wheeler> I just won this, kind of accidentally
[13:50:38] <wheeler> I was trialling out a sniper app
[13:50:53] <wheeler> my situation is that I so far have only written my games for android
[13:51:04] <wheeler> and I know eventually, to release on iOS I'll need a mac
[13:51:19] <wheeler> so I was thinking of using a little mac mini just to compile and test on
[13:51:31] <wheeler> however, I didn't really scan this one properly, and it's from 2010!
[13:51:40] <wheeler> would it be powerful enough to do the job?
[13:52:06] <wheeler> I would be doing all the actual main coding on my ubuntu laptop(s) which are only a year or so old and are powerful enough
[13:52:39] <wheeler> I basically need to know, should I buy this, or should I be a dick and back out of the eBay auction (we can discuss the ethics of that at a later date!)
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[14:04:50] <Agnel> Ashiren!
[14:04:54] <Agnel> you there?
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[14:08:41] <Ashiren> hm?
[14:09:48] <Agnel> I got the particle effect to work. But the strange thing is with the delta time. I changed the clear screen to black to see if the effect actually appeared (since the effect color was similar to the background) and it does. But only for a split second. I also noticed that the animation was playing way too fast. I decided to slow it down and see if
[14:09:48] <Agnel> i can see the effect. I tried dividing the delta time by a 1000 and wouldn't you know it played just fine and a bit slower than desired. I'm not sure what is causing this. Do you have any insights?
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[14:12:37] <Ashiren> well
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[14:44:32] <ChaseWaylon_> https://pasteboard.co/HaEhC1Y.png upper square is scaled down from high rez texture with MipMapLinearNearest filter. lower has matched resolution with screen resolution
[14:44:55] <ChaseWaylon_> why upper is blurry?
[14:45:29] <ChaseWaylon_> is it even possible to get good results with one texture ?
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[17:02:16] <isdera> can I disable depth testing on 1 specific Decal ?
[17:03:28] <SuckyNoob> hmm
[17:03:50] <SuckyNoob> I think I read about this when I was looking at using Spine2D in a 3d environment
[17:04:18] <SuckyNoob> ill try and find the article/blog post
[17:05:20] <SuckyNoob> this
[17:05:21] <isdera> i guess I can just disableDepthMask , add the decal, then turn the depth mask back on
[17:05:22] <SuckyNoob> http://badlogicgames.com/forum/viewtopic.php?f=11&t=9300
[17:05:23] <SuckyNoob> and this
[17:05:29] <SuckyNoob> https://github.com/mattdesl/lwjgl-basics/wiki/FrameBufferObjects
[17:05:46] <SuckyNoob> ya u could do that
[17:05:50] <SuckyNoob> thats what I was gonna say at first
[17:06:12] <SuckyNoob> but im not sure if itd work right, I dunno I never ended up doing this so
[17:07:11] <SuckyNoob> what do u need to disable it for
[17:07:28] <SuckyNoob> sorry those were about transparency
[17:09:16] <isdera> i want to draw my decal on top of everything in the scene
[17:10:11] <SuckyNoob> like just be drawn above? just one decal?
[17:10:53] <isdera> yeah. I can just clear the depth buffer right before drawing, seems to work
[17:10:55] <SuckyNoob> it has a Z or depth doesnt it
[17:10:58] <SuckyNoob> ah ok
[17:11:16] <SuckyNoob> i figured couldnt you just sort it to the top z?
[17:11:47] <isdera> probably but I'm not sure how to do that
[17:12:01] <SuckyNoob> ah ur working in 3D right
[17:12:47] <isdera> yass :]
[17:13:49] <SuckyNoob> there is also this
[17:13:49] <SuckyNoob> http://badlogicgames.com/forum/viewtopic.php?f=11&t=12445
[17:14:20] <SuckyNoob> the second post down explains about a CAmerGroupStrategy or something. Ive never done any of this I just remember reading them before
[17:16:30] <SuckyNoob> third post down that is
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[17:24:40] <SuckyNoob> and this https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/SimpleDecalTest.java
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[20:42:32] <loosik> I think I've encountered a bug with gdx-freetype :<
[20:43:25] <loosik> using .incremenetal = true with the FreeTypeFontGenerator
[20:43:50] <loosik> ignores the color value for anything beside auto-generated characters from .characters
[20:44:09] <loosik> the dynamic generated ones are getting added as white font color
[20:44:13] <loosik> unless I'm missing something
[20:44:53] <loosik> https://i.imgur.com/0ndsElT.png
[20:45:19] <loosik> I've added two characters to the param.characters to test it
[20:45:24] <loosik> and they render fine then
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[21:20:18] <SuckyNoob> hmm I use the Heiro program to pregenerate fonts, sorry man. I haven't used the freetype yet.
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[21:59:47] <loosik> SuckyNoob i found the issue...
[21:59:58] <SuckyNoob> what was it?
[22:00:08] <loosik> FreeTypeFontParameter has color param in it
[22:00:11] <SuckyNoob> im just curious lol might help me in the future
[22:00:12] <SuckyNoob> oh i see
[22:00:14] <loosik> but
[22:00:18] <loosik> I was using it wrong
[22:00:32] <loosik> coz it references Color.WHITE as default ( and not new Color )
[22:00:49] <loosik> so I did param.color.set(...)
[22:00:51] <SuckyNoob> so you gotta just set Color.
[22:01:00] <loosik> which in fact set the colors STATIC COlor.White
[22:01:09] <loosik> and later loaded fonts were setting that to new value
[22:01:16] <loosik> but same reference point for all fonts
[22:01:36] <loosik> so actuall way to do it is param.color = new Color( ... );
[22:01:48] <loosik> man been a while since something tilted me so much lol
[22:01:55] <SuckyNoob> ah ok cool thx for explaining it to me
[22:02:02] <loosik> I couldn't find what was causing for like 2hours
[22:02:17] <SuckyNoob> Why is it people use the freetype again?
[22:02:28] <SuckyNoob> to be able to set the font based on resolution?
[22:02:35] <loosik> That along many other things
[22:02:39] <loosik> In my case
[22:02:43] <SuckyNoob> what other things sorry
[22:02:47] <loosik> its chinesee, japanese support
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[22:03:04] <loosik> if you do hiero stuff or bitmapfont in general
[22:03:10] <loosik> you can end up with ALOT of texture pages
[22:03:14] <loosik> if you include CJK
[22:03:29] <loosik> and FreeTypeFont not only allows you to dynamicly create fonts
[22:03:34] <loosik> but also have incremenetal loading
[22:03:45] <loosik> meaning as you type, you get Glyphs populated into your texture atlas
[22:03:49] <SuckyNoob> what would the incremental loading before
[22:03:50] <SuckyNoob> oh
[22:04:09] <loosik> its pretty neat feature overall imo
[22:04:23] <SuckyNoob> be* for
[22:04:40] <loosik> And the only right way to support other languages properly without flooding your bitmapfonts with a lot of texture data
[22:04:48] <SuckyNoob> im going to need to learn how to use it
[22:05:02] <loosik> https://github.com/libgdx/libgdx/wiki/Gdx-freetype
[22:05:04] <SuckyNoob> other languages as in other localizations?
[22:05:46] <loosik> other languages as in any other characters besides latin
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[22:06:50] <loosik> a BASIC implementation of Chineese, and japanese with like still relatively small size
[22:07:00] <loosik> costed me like 30 of 1024x1024 textures
[22:07:22] <SuckyNoob> how did u get it translated?
[22:07:49] <loosik> community driven translation :P
[22:07:51] <SuckyNoob> or do you already speak/write them
[22:07:54] <loosik> nah
[22:07:56] <SuckyNoob> interesting
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[22:08:42] <new> parent version?
[22:09:46] <loosik> Tomski I would highly suggest FreeTypeFontParameter would use Color.WHITE.cpy() rather than static reference :U
[22:09:59] <loosik> similarry how it does with shadow color right now
[22:10:14] <new> 1.9.8 or 1.9.6?
[22:10:27] <Tomski> I think there are a few instances where these are used elsewhere loosik
[22:10:36] <Tomski> Im afraid its just one of those gotchas
[22:10:42] <loosik> mm
[22:10:45] <Tomski> There is lengthy discussion about it on theissue tracker
[22:10:50] <loosik> i see
[22:11:16] <Tomski> new: 19.8
[22:11:18] <Tomski> 1.9.8
[22:11:33] <new> ok thanks
[22:11:34] <loosik> It's just you wouldn't expect a static reference there if even every example in wiki states to do new FreeTypeFontParameter();
[22:11:44] <loosik> so then you do param.color.set( ); and get rekt :D
[22:11:46] <loosik> like me
[22:12:11] <loosik> although wiki has the class print there, I just missed it there
[22:12:15] <loosik> that it might be that
[22:12:39] <new> Why do sounds produce lag?
[22:12:51] <Tomski> loosik: ah, i see what you are talking about
[22:12:55] <Tomski> Yes, i would agree with that
[22:13:13] <Tomski> feel free to PR :)
[22:13:40] <loosik> new: are you running sounds in opengl context or something?
[22:13:40] <Tomski> new: extra processing power is required, if you are already hitting a bottleneck you will be making things worse
[22:14:00] <Tomski> That said, you generally shouldnt have any problems at all, unless you are running on some ancient hardware
[22:14:48] <new> loosik no
[22:16:09] <new> Tomski quuad core 1,2
[22:16:36] <new> low quality graphics and sounds
[22:17:07] <Tomski> And when you say lag, what are you talking about here?
[22:17:18] <new> delay
[22:17:27] <new> fps
[22:17:31] <Tomski> delay or fps?
[22:17:35] <new> fps
[22:17:42] <Tomski> How are you determining this?
[22:17:53] <new> 60 fps normal
[22:18:01] <new> 40 fps delay
[22:18:41] <new> sorry im new
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[22:18:46] <SuckyNoob> lol
[22:19:01] <Tomski> This is when you play a single sound?
[22:19:56] <new> but i am xD
[22:20:38] <new> if, for example, jump sound
[22:20:41] <new> yes
[22:20:45] <new> *
[22:21:41] <new> try mp3 and ogg sounds in mono and stay the same
[22:22:10] <Tomski> Just one single jump sound is making you drop to 40fps?
[22:23:26] <Tomski> can you use pastebin.com and show your code/
[22:23:26] <new> yes sometimes :(
[22:24:03] <new> I'm not on my pc at this time :(
[22:24:35] <loosik> generally you probably want to run sound in separate thread
[22:24:49] <loosik> but yeah piece of code would help
[22:24:52] <Tomski> This is already handled through libgdx
[22:25:06] <loosik> oh
[22:26:17] <new> try with assetmanager and Sound and follow the same :(
[22:26:31] <Tomski> are you loading this at the time of playing?
[22:26:46] <new> with Sound I improve a little
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[22:27:44] <new> before I loaded everything in the beginning, and now I charge everything in each world
[22:28:28] <Tomski> you should use Sound, and have them loaded in memory before playing them
[22:29:15] <new> that's what I'm doing
[22:29:20] <new> :(
[22:29:27] <Tomski> will need code samples
[22:29:33] <Tomski> and you should be able to reproduce this in a minimal sample
[22:31:18] <new> ok when this on my pc I will show you my code
[22:31:25] <new> thanks
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[22:49:11] <segurb> Tomski: is the best
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   March 6, 2018  
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