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[03:40:21] <TEttinger> wowza. I have no idea what's going on here... according to the late great George Marsaglia, the 64-bit generator he recommends, with a left shift, right shift, left shift, should be identical to one with a right shift, left shift, right shift. but his recommended one (with different input) fails a lotta tests and the other succeeds...
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[03:41:35] <LiquidNitro> maybe different endianness?
[03:42:32] <TEttinger> sorta, his kept the result for the next input, mine uses an increment to get the next input
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[03:45:43] <TEttinger> wb
[03:46:02] <LiquidNitrogen> too windy
[03:46:18] <TEttinger> endianness doesn't affect one-word operations
[03:46:33] <TEttinger> it can affect them if they're converted to bytes
[03:46:42] <TEttinger> multiple bytes, only
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[07:56:44] <ChaseWaylon> how can I insert an image to libGDX issue thread at github?
[07:58:31] <bomb> https://help.github.com/categories/writing-on-github/
[07:59:41] <bomb> or just
[07:59:42] <bomb> https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet#images
[08:01:12] <jayhost> Nice bomb
[08:02:28] <ChaseWaylon> thanks bomb
[08:02:38] <ChaseWaylon> still dont know how to insert image though :)
[08:03:34] <Ashiren> use some fancy ascii art
[08:04:16] <Ashiren> or just link to imgur
[08:05:34] <ChaseWaylon> i can make a link, but i've seen other peoples posts are with images
[08:05:41] <ChaseWaylon> so it should be possible
[08:06:06] <Ashiren> well it says everything you need in that page
[08:10:19] <ChaseWaylon> well it doesn't, found the solution elswhere :)
[08:10:55] <ChaseWaylon> needed to ad exclamation mark before link
[08:11:46] <ChaseWaylon> oh, lol, only now I noticed a second link that bomb gave
[08:11:50] <ChaseWaylon> my bad
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[10:30:17] <TEttinger> smelc: you were right
[10:30:28] <TEttinger> I've moved SquidLib back to using LightRNG
[10:30:56] <smelc> hey Tet
[10:30:58] <smelc> about what ?
[10:31:20] <TEttinger> although next(int), nextInt(int) and nextInt(int, int) changed to slightly more efficient versions because they had really old impls
[10:31:24] <TEttinger> about LightRNG
[10:31:44] <TEttinger> (the old versions are still there)
[10:32:40] <TEttinger> I had made the default ThrustAltRNG and it turns out that generator makes the same longs more than once in its period and never produces some others, ever
[10:32:56] <TEttinger> LightRNG works and I think is fast enough :)
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[10:33:22] <TEttinger> ThrustAltRNG still passed every test I threw at it
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[11:02:39] <TEttinger> nn
[11:07:56] <bomb> TEttinger i think i'm old enough to start writing tutorials
[11:08:19] <bomb> i'll mostly cover web and server-side stuff, if it's OK for you
[11:08:36] <bomb> but now i'm in a great dilemma
[11:09:05] <bomb> should i create a website for each topic, or have one catch-all website for all?
[11:15:10] <LiquidNitrogen> write a book about suffering
[11:16:11] <bomb> hmm, people sell tutorials on Gumroad
[11:17:11] <bomb> also on Udemy
[11:17:23] <bomb> How To Suffer Mastercourse
[11:19:02] <bomb> https://www.udemy.com/the-complete-libgdx-game-course/
[11:19:38] <bomb> 20 hours
[11:21:23] <bomb> there is also this one: https://www.udemy.com/libgdx-game-development-masterclass/
[11:21:26] <bomb> 58 hours
[11:21:53] <bomb> > 1,134 students enrolled
[11:22:00] <bomb> > €17.99
[11:22:18] <bomb> that's...
[11:22:28] <bomb> 20 eurogrands
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[11:30:04] <LiquidNitro> thats a small fortune
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[11:33:03] <bomb> he has 5 other courses and total 203,199 students
[11:33:03] <bomb> same price
[11:33:44] <LiquidNitro> 4mil$?
[11:35:17] <smelc> wow
[11:35:25] <smelc> didn't know there were stuff like this
[11:36:02] <bomb> it's essentially selling shovels to gold miners
[11:36:20] <smelc> yep that's exactly it
[11:36:24] <ChaseWaylon> can I somehow load and get fonts not by filename through asset manager? asset.manager.get("FontName.ttf", BitmapFont.class);
[11:36:59] <bomb> how hard is to record screencasts?
[11:37:11] <bomb> i mean, things go wrong all the time
[11:38:09] <smelc> it's for sure a lot of time to build a complete course
[11:42:08] <bomb> https://www.udemy.com/2dunitygame/
[11:42:12] <bomb> 36 students enrolled
[11:42:21] <bomb> €17.99 again
[11:42:48] <bomb> this is the worst scenario i could find
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[11:45:32] <bomb> dang
[11:46:22] <bomb> udemy takes 50%
[11:47:37] <bomb> so you make $5-$10 per course
[11:47:47] <bomb> 36 sales won't cut it obviously
[11:50:20] <bomb> still, $400 isn't bad for 10 hours of screencast
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[12:52:02] <ChaseWaylon> what is the best practice to prepare freetype font for all resolutions? i set size, but in screen that has higher res than my gameworld virtual rez it becomes blurry
[12:53:13] <ChaseWaylon> also tried multiplying size by Gdx.graphics.getWidth() / worldWidth
[12:53:29] <ChaseWaylon> and then scale down the font by the same multiplier
[12:53:44] <ChaseWaylon> but it doesnt work well with smaller font sizes
[12:54:35] <ChaseWaylon> please reveal the secret of freetype fonts :)
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[13:09:43] <Tomski> ChaseWaylon: never scale
[13:10:03] <Tomski> Use a screen viewport and generate font based on size of screen viewport height
[13:10:54] <ChaseWaylon> oh cool, scaling caused other issues for me as well
[13:14:45] <cackling_ladies> you'll have to do something like html vh/vw if you want to have your font consistently sized relative to the game window screen tho
[13:15:49] <ChaseWaylon> could you elaborate a bit please
[13:17:56] <cackling_ladies> let's say you want the font size to be around 5% the height of the windows
[13:17:58] <ChaseWaylon> so I have parameter.fontParameters.size = 22; this looks good in 480 width resolution of my gameworld. but in 720 or 1440 not so much. where do I go from there?
[13:18:03] <ChaseWaylon> yeah
[13:18:10] <cackling_ladies> then it'd be different when it's 800x600 and 640x480
[13:18:31] <cackling_ladies> that mean when you initiate the font, it'd have to read from the windows size
[13:19:31] <cackling_ladies> I personally put it on the resize() call just to be sure that it's properly reinitiated when the screen size change.
[13:19:55] <cackling_ladies> html has vw/vh units which are 1% of the screen width and height
[13:20:07] <ChaseWaylon> could you paste a line?
[13:20:09] <cackling_ladies> this is handy when you want to script your game
[13:21:36] <cackling_ladies> resize() is a method you extend from ApplicationListener
[13:21:42] <cackling_ladies> it's not something i came up with
[13:22:48] <ChaseWaylon> i know what resize() is but still dont get how you generate your font according to resolution :)
[13:23:57] <cackling_ladies> uh something like absoluteSize = relativeSize*unit*screenHeight
[13:25:57] <ChaseWaylon> I think that is what I am doing .. parameter.fontParameters.size = (int)Math.ceil(Constants.resolutionMultiplier*22);
[13:26:23] <cackling_ladies> yep pretty much :)
[13:26:39] <ChaseWaylon> and then labelScore.setFontScale(1f/Constants.resolutionMultiplier,1f/Constants.resolutionMultiplier);
[13:26:57] <cackling_ladies> wait why do you need to scale the font again...
[13:28:08] <ChaseWaylon> because it gets too big in higher resolutions
[13:29:07] <ChaseWaylon> size 22 is ok in 480x800 res. on device 720x1280 same size is fine, but font resolution looks like is ment for 480x800
[13:29:11] <cackling_ladies> isnt that the way it should be? 5% font in 800x600 is 30px and in 1920x1080 is 54px
[13:30:05] <cackling_ladies> oh I can kind of guess how you got there. You have an internal resolution right?
[13:30:08] <ChaseWaylon> so i generate bigger size (what gives me better rez) and then scale it down back to the size i need
[13:30:19] <ChaseWaylon> yes, its 480x800
[13:30:48] <cackling_ladies> you should render font in native resolution
[13:31:39] <ChaseWaylon> how do I set actor bounds etc then?
[13:32:23] <ChaseWaylon> yeah i feel this is something i have to understand
[13:32:25] <cackling_ladies> same way as you'd do fonts I suppose. use relative size and scale them to absolute size to match with screen resolution.
[13:33:06] <cackling_ladies> alternatively do two pass rendering with different viewports?
[13:33:17] <cackling_ladies> (i've never tried that, too complicated for me!)
[13:33:58] <cackling_ladies> @tomski can different viewports of different scaling exist side by side?
[13:34:19] <Tomski> yes
[13:34:28] <Tomski> side by side in what sense?
[13:34:38] <Tomski> You two are the same colour in my irc
[13:34:40] <Tomski> thats not fun
[13:34:58] <cackling_ladies> hmm I was wondering if I can have one of my internal resolution to render game world, and one of screen native resolution to render text
[13:35:04] <Frotty> hi Tomski o/
[13:35:18] <Tomski> hello
[13:35:23] <Tomski> yes absolutely cackling_ladies
[13:35:35] <cackling_ladies> ^ that's your answer then, @chasewaylon
[13:35:47] <ChaseWaylon> stage = new Stage(new ExtendViewport(480, 800)); <--- this is my internal res (virtual res). should i do this differently somehow?
[13:37:26] <ChaseWaylon> ok so I can keep this internal rez (480x800) and make another viewport for font generation only?
[13:44:14] <cackling_ladies> pretty much is my suggestion
[13:44:21] <cackling_ladies> else you get blurry font
[13:44:33] <cackling_ladies> some people are fine with me, I absolutely abhor blurry font!
[13:44:44] <cackling_ladies> fine with it*
[13:45:02] <Tomski> For all ui
[13:45:02] <ChaseWaylon> I understand the principle
[13:45:04] <Tomski> use a screen viewport
[13:45:14] <Tomski> For the game, use some other, like extend with decent values
[13:45:28] <ChaseWaylon> my game is made out of ui
[13:45:42] <Tomski> Then just use a screenviewport
[13:45:46] <Tomski> Or at least use a bigger one
[13:45:50] <Tomski> so you aren't upscaling so much
[13:47:59] <ChaseWaylon> i try to make less compromises so i could learn more
[13:48:01] <ChaseWaylon> :)
[13:48:08] <ChaseWaylon> for future projects
[13:49:48] <cackling_ladies> good luck, font fixing is a major pita
[13:53:23] <ChaseWaylon> Tomski: I have submited an issue about kerning on android. as you told me to
[13:58:15] <Tomski> ChaseWaylon: soudns like a good plan.
[13:58:24] <Tomski> And yes, I saw, its a good issue, thanks!
[13:59:18] <ChaseWaylon> thanks. see you later
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[17:37:20] <kvuser7> hi all... just wanted to ask if there is a limit on the number of point lights you can render ... can't seem to instance more than five....
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[20:37:13] <ChaseWaylon> when i make new Label with some text. and then change the text (.setText). then when i do label.getWidth() i get the original width that was before i changed text. how to i get the new width?
[20:37:33] <ChaseWaylon> how do *
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[20:57:53] <Wilwarin> Hey guys :) I'm doing a project in LibGDX and I found that there aren't many resources on when to use Screen and when to use Stage. Eg. I want to implement main menu with home screen with new game, load game, settings, quit, and for the first 3 I'd have additional options like selecting save to load, selecting new game parameters, options, etc. Should these different "screens" be implemented as different screens or different stages?
[20:58:51] <bomb> different screens Wilwarin
[20:59:00] <Wilwarin> Thank you :)
[20:59:19] <bomb> screens are just like game states, like menu state, gameplay state, game end state
[20:59:38] <bomb> and stage is your canvas, if you're using stage2d
[20:59:40] <Wilwarin> When to use Stages then? I feel like most of my screens would have 1 screen only
[21:00:04] <bomb> yeah. i never needed more than one stage per screen for my games
[21:00:18] <bomb> but my games weren't masterpieces
[21:00:23] <Wilwarin> awesome, thank you very much
[21:00:29] <bomb> welcome
[21:01:06] <Wilwarin> I though of 2 stages when creating game screen, one for pannable map, one for interface on the side of the screen, would that be logical?
[21:02:43] <Wilwarin> thought*
[21:03:50] <bomb> some people use libgdx's own stuff for the game, and stage2d for HUD only
[21:04:03] <SuckyNoob> https://www.gamedevelopment.blog/full-libgdx-game-tutorial-project-setup/
[21:04:27] <SuckyNoob> This one starts off with a main menu and settings etc if u want to see Stage from scene2d and screens work
[21:04:40] <bomb> i used stage2d for the games itself. single stage for both HUD and the game
[21:04:43] <ChaseWaylon> map and interface can be actors on same stage
[21:06:52] <ChaseWaylon> bomb: do you use tables?
[21:09:17] <bomb> yep, it's surprisingly easy to use for grid layouts
[21:11:02] <bomb> i thought i'd need to write at least 20 lines of JSON with broken syntax, and create 40 different objects to use it
[21:11:11] <bomb> but it just works
[21:13:17] <ChaseWaylon> how could I align horizontally [IMAGE] and label with text in the same line?
[21:13:50] <ChaseWaylon> | <--- [IMAGE] [LABEL] ---> |
[21:16:14] <bomb> i'd use nested tables
[21:19:53] <Wilwarin> To expand on my previous question, the guide shows use of 5 screens. Would I do extra screens for the extra options? (new game -> # of players, difficulty; load -> save1, save2... etc.)
[21:20:16] <Wilwarin> seems like a lot of extra work to create new screen and new stage for the screen for a few new fields
[21:21:45] <ChaseWaylon> do you want each option displayed in a new screen?
[21:35:12] <bomb> you can implement that in one screen by hiding/showing actors
[21:36:27] <bomb> tip: use Group class to group actors :)
[21:36:34] <Wilwarin> Do you think that hiding/showing actors would be the optimal solution? or hiding/showing scenes depending on the menu click?
[21:36:46] <Wilwarin> Oh, so using groups then? :D
[21:37:39] <Wilwarin> cause if there's like 5 settings for a new game, writing 10 lines to hide/show would be suboptimal imo. So creating all the options and grouping them and then showing them depending on what user click would be the best option?
[21:39:42] <Wilwarin> That's where my main confusion is. When to use Screen, Stage and Group for diferent menu and UI parts
[21:43:34] <bomb> dude just code the stuff
[21:45:03] <bomb> you pretty much only need Menu screen, game screen, maybe pause game screen, and endgame screen
[21:45:48] <bomb> then you have single stage for each screen
[21:45:58] <bomb> Group is just an actor that holds other actors
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[22:53:59] <royal_screwup21> I'm trying to access a font like so: "font = new BitmapFont(Gdx.files.internal("android/assets/arial-15.fnt.txt"));" but it throws a traceback saying it can't find the file https://thepasteb.in/p/48hYWxZD0ZrIR How do I fix this? The font file is indeed inside android/assets/
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[23:20:30] <ChaseWaylon> royal_screwup21: have you tried without android/assets/\
[23:21:33] <royal_screwup21> figured it out, I need Gdx.files.local, instead of Gdx.files.internal - not sure why though
[23:21:40] <royal_screwup21> it works
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[23:31:22] <Frotty> royal_screwup21: it will not work when u build the jar
[23:31:28] <Frotty> chase was correct
[23:34:04] <royal_screwup21> Frotty: hmm it throws "Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: File not found: /arial-15.fnt (Internal)" when I do it with internal, without android/assets/
[23:42:52] <Frotty> then you havn't set your working directory royal_screwup21
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[23:47:43] <royal_screwup21> holy shit yes I didn't "git add/commit"
[23:48:24] <royal_screwup21> My incompetence know no bounds
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   March 9, 2018  
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